[BEHAVIOR] Chipmunk Physics

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Post » Fri Jan 23, 2015 2:12 am

@R0J0hound , There's an issue with resizing objects and then adding joints- the joints aren't added at the correct position. I've attached an example.
Hopefully that can be fixed- I don't really want to put a Wait event whenever I want to add a joint.
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Post » Fri Jan 23, 2015 5:01 am

Thanks for the bug reports. Looks like I need to beef up my testing before uploading updates. I'll get a fix going tomorrow and it should be very fixable.
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Post » Fri Jan 23, 2015 4:39 pm

Hi R0j0, I just downloaded v1.7 and found it won't load in C2 - I receive the following error:

chipmunk_load_error.png


When I edit out the extra " then it loads correctly - just a type-o. Strange no one else has encountered this, though... I'm running c2 r195 64 bit.

Some great updates, by the way!!
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A big fan of JavaScript.
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Post » Fri Jan 23, 2015 4:47 pm

PS - this plugin is outstanding. You realize that I am going to have to re-write my game to incorporate it!! Do you take beverage donations? :)
A big fan of JavaScript.
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Post » Fri Jan 23, 2015 8:02 pm

Updated to 1.7a:

* Fixed: Edittime.js typo
* Fixed: Error when adding joints on "post collide"


@Prominent
I can't wrap my head around that resizing then adding a joint bug. For now waiting a tick before adding the joint to the resized object works. I'll have to re-visit it later.
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Post » Fri Jan 23, 2015 9:59 pm

@R0J0hound , I think it has something to do with imagepoint 0. The joint gets added correctly to imagepoint 1 if imagepoint 0 is in the center of the sprite, but if imagepoint 0 is off-center then it doesn't work. Maybe the resizing isn't taking into consideration where imagepoint 0 is.. or something like that.. Hope that helps you figure out the issue with it.
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Post » Fri Jan 23, 2015 10:42 pm

I believe I found the issue. The shape isn't updated till the next frame. I just need to update it if needed when adding joints. It appears to be working, but I need to test a few more things. It should be ready tomorrow.
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Post » Sat Jan 24, 2015 5:05 pm

Kudos! I just started a code revision on my game project and was planning to switch the physics engine - R0j0hound really saved my day! Excellent job as always =)
Thanks also to Prominent, was facing the same issue. Wish a great weekend for you guys!
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Post » Sat Jan 24, 2015 7:53 pm

Update 1.8:
* Fixed: changing object shape then attaching a joint in the same frame was positioning incorrectly.

-cheers
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Post » Sat Jan 24, 2015 10:40 pm

@R0J0hound , thanks! I'll let you know if I come across anything else.
I'm wondering if it is possible to have an expression that retrieves the x,y coordinates of a joint given its' tag? Would be useful since I have to use instance variables to record where I placed the joints, but if I could just find them based on their tag, that would be less complicated I think. What do you think?
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