[Plugin]Board, Layout2Board [Behavior] Grid Move

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Post » Mon Nov 21, 2016 9:20 am

Hi @rexrainbow, I was just wondering if you ever considered adding support for boards with trimetric projection?
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Post » Mon Nov 21, 2016 4:53 pm

Hi @rexrainbow
is there a way to add an action to set "force move" to yes or no?
At the moment it just can be set globally at the object settings.

Thank you!
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Post » Tue Nov 22, 2016 3:11 am

Update

rex_grid_move behavior: add "action: Enable force moving" to turn on or turn off "Force move" feature.


@AndreasR
Here it is. Use that feature carefully, because that z index will be changed (slink) when z overlapping by rex_grid_move behavior and "Force move" --
Code: Select all
LZ = "#" & chess.UID

It is better to turn off "Force move" when LZ goes back.
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Post » Tue Nov 22, 2016 3:13 am

@faulknermano

Thanks for sharing this information. It will need a new plugin for this feature, now my squareTx plugin only supports dimetric ( isometric ) projections, which is bilateral symmetry.
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Post » Tue Nov 22, 2016 10:40 am

rexrainbow wrote:Update

rex_grid_move behavior: add "action: Enable force moving" to turn on or turn off "Force move" feature.


@AndreasR
Here it is. Use that feature carefully, because that z index will be changed (slink) when z overlapping by rex_grid_move behavior and "Force move" --
Code: Select all
LZ = "#" & chess.UID

It is better to turn off "Force move" when LZ goes back.


Thank you very much, @rexrainbow :)
Image Image iTunes: Match3 | Google Play: Match3
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Post » Fri Dec 09, 2016 4:12 am

Here are new documents of board series plugins.
I will try to add some applications' document later.
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Post » Wed Dec 21, 2016 6:49 pm

How to pick a chess, which was hitted by moving chess?
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Post » Thu Dec 22, 2016 2:51 am

@bangoo

Assume that the moving chess is chessA

- if overlapped chess does not have the same LZ of chessA
Using board's "Condition:Is overlapping", see this document

- If the overlapped chess has the same LZ of chessA, i.e chessA will kick this overlapped chess out from board
Using Grid move bheavior's "Condition:On colliding begin", see the document
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Post » Fri Feb 24, 2017 11:21 pm

Hey @rexrainbow

Got a problem with the "Pick neighbor" condition.
I have a click event on a chess, that should mark all neighbors by creating a Sprite on them.
Tried pretty much everything I can think of, but the Sprite creation doesn't even trigger which means that the "Pick neighbor" condition results in no picked items.

Here is my project .capx, I hope it is visible what I'm trying to do and where the problem is.
If there are issues with it, just PM me.
Thanks.
Download .capx
"We can't solve problems by using the same kind of thinking we used when we created them."
- Albert Einstein
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Post » Sat Feb 25, 2017 2:32 am

Hi @randomly
@rexrainbow might come in correct me on this, but I've compared your capx with his sample 'pick neighbors.capx' and this is what I found.
-picking neighbours is only possible with 'tiles', ie placed on LZ=0. I tested this by modifying the 'pick neighbors.capx' and populated the LZ=1 (ie as 'chess'; in Rex's Board terminology, anything LZ>0 is Chess and LZ=0 are Tiles), the Chess objects were _not_ picked. So this is consistent with your own capx.
-This makes the labelling 'pick neighbor chess' a bit misleading. It seems to actually mean 'pick neighbor tiles'
-Because of this you are unable to pick any neighbouring chess.

My suggestion is:
-Create the underlying Tiles array.
-Populate your Chess pieces normally.
-On touch with a Chess, query the tile underneath the chess
-Pick the neighbors of the tile
-Pick the chess pieces on top of the those picked tiles
-Generate your predict_kick sprite on those chess pieces

See this modified capx:
https://www.dropbox.com/s/iawhh1trdfrmi ... .capx?dl=0
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