[Behavior] moveto

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Post » Sat Jan 07, 2012 1:47 pm

Hey buddy
Try to ask tom to make your plugins implemented in C2
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Post » Sat Jan 07, 2012 2:30 pm

@xeed

I had updated drag drop. Try the new one.
Now the dragged object will not at the center of cursor.rexrainbow2012-01-07 14:31:09
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Post » Sun Jan 08, 2012 12:21 am

Update:

Update drag&grop. Now the calculation of dragged object's position will be simply. Thanks for download it again.
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Post » Mon Jan 09, 2012 8:11 am

works fine, many thanks :)
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Post » Mon Jan 09, 2012 9:11 am

@xeed

Thank to gonzdevour, he let me know what you really want.
I think that you need another picking method, but I'm wrong.
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Post » Mon Jan 09, 2012 9:58 am

could you also implement the option to not use the collision polygon, but the whole object/sprite for dragging?
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Post » Mon Jan 09, 2012 2:32 pm

@xeed

Do you mean collision by...pixel? Sorry I can't.
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Post » Mon Jan 09, 2012 6:27 pm

i mean the area to grab an object. this is only the collision polygon, but could be the whole graphic (maybe as an option?).

does the behaviour check for mouse.click per collision, or mouseover?
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Post » Mon Jan 09, 2012 6:34 pm

I guess xeed is wanting to take the bounding box of the object as "collision mask" for when you are drag/droping the object, instead of simply its collision polygon.

@xeed: workaround for you is to set your collision mask in the image editor as a bounding box.
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Post » Tue Jan 10, 2012 6:35 am

yes, that is a workaround.

the problem is, that if you use the sprite directly for dragging, it's only being dragged inside the collision mask. however, if the mask is not the whole sprite, for example used for a partial physics area, you need another object to link the whole area to the sprite. so an option, to not use the collision mask as drag area would be a nice feature.

but another thing i would really appreciate, is to have an action "Leave Drag" for a condition; not only the one to set in/active.
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