[Behavior] moveto

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Post » Sun Jan 11, 2015 2:56 pm

That´s true. As you see, I´m new here, and I´m studying a lot Construct.
I will take care with the old posts in the future.

But, it "was" awesome :)
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Post » Thu Feb 05, 2015 2:11 pm

Great Plugin!

Thank you very much :D
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Post » Thu Apr 09, 2015 2:54 pm

wow dude I forgot I had this behaviour installed... it saved me all the code(events) I was making to do what I can do in two lines. Awesome mon.
Freefall Bird
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Post » Mon Apr 13, 2015 2:05 pm

Can we make this move to behavior to & fro like an sprite with this behavior goes to a certain point & returns constantly !!!
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Post » Fri Jun 05, 2015 6:18 pm

@Rexrainbow I noticed that the MoveTo's retrievable "Moving Angle" is not independent to the behavior. For example, if I use the MoveTo and Sine behaviors together, the movement from the Sine behavior changes the MoveTo's Moving Angle. I assume you're just getting the angle between the object's current position and previous position for this. Can it be fixed/changed? Or do you have a workaround?
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Post » Sat Jun 06, 2015 6:32 am

@Tokinsom

Yes, the moving angle is calculated by "object's current position and previous position".
You might store initial "moving angle" in private variable manually before moving.
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Post » Sat Jun 06, 2015 12:42 pm

@rexrainbow It is possible to integrate some ease-in/out functions like this http://easings.net/ ?
At the moment I use LiteTween behavior which is nice since is a combination of the sine + move_to begavior (it uses movement, size, values etc), but I like MoveTo behavior better.
Ease InOut is great for moving menu items, dropping bouncing objects, it creates a more organic/elastic feeling
The biggest problem with the LiteTween is that it rely on the time needed to move from A to B, instead of the speed and it does not have a control to "scale" the function, or define a start or end point (like acceleration and deceleration). The function is scaled depending on the time that takes
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Post » Sat Jun 06, 2015 1:29 pm

@Cipriux

Total time in easing function is fixed, and the speed will be changed by easing function.
I do not think I could make a easing behavior which has a fixed maximum speed, it would not be an easing at all.
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Post » Sat Jun 06, 2015 5:57 pm

@Rexrainbow Tried that and a handful of other things. The sine keeps screwing it up. Can't you just change the moving angle to the angle between previous target and next target instead? Or a new type of moving angle that does something like that to be completely independent of other behaviors?

edit: Trying to do this myself with events but it's easier said than done...
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Post » Sun Jun 07, 2015 12:06 am

@Tokinsom

I would like to create a new expression instead of changing "MovingAngle" for backward compatible.
Which name would you like?
- MovingAnlge0
- MovingAngleStart
- ?
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