[Plugins/Behaviors] Rez Repo

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  • Hi everyone <img src="smileys/smiley1.gif" border="0" align="middle">,

    This is a list of plugins and behaviors I've made:

    Astar plugin, Pathfinder behavior (v1.0) [06/09/2012]

    Auto tile behavior (v0.10)

    Please note the Astar and Pathfinder are grid based.

    Downloads here

    Edit 15/04/2012:

    Here is a tank RTS type example. It uses lines of sight to "smooth" paths and Lerp to make the movement more fluid.

    Regards,

    Rez

    P.S. This works really well with moveTo by rexrainbow

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  • 00Rez

    A sample capx will be better.

  • 00Rez

    A sample capx will be better.

    Ah yes! Well there's a sample capx for the astar plugin and pathfinder behaviour within the repo! Will add a live demo link soon. Let me know if anything isn't working correctly and I'll rectify, thanks!

  • rexrainbow

    I've uploaded an example file into the download section now.

  • 00Rez

    Thanks, I found it.

  • 00Rez

    Thanks, I found it.

    Haha thanks Rex I'm a noob!

  • Quick update to Pathfinder behavior, see download section. Added the missing PathLength expression for better path control and updated example file to cover this. Example saved in beta release 85.

  • what exactly does the auto tile one do?

  • what exactly does the auto tile one do?

    Yeah need to make an example for it. The behavior is used to change the animation frame to 0 - 15 depending on the (same) surrounding objects. Snap to grid to make sure they are set properly.

    Look here for an example and the original article it's based on. Make sure your animation frames are in the same order as the example grid and animation speed is set to zero.

  • Nice plugin! Is designed to make RTS game using your pathfinder plugin?

  • Nice plugin! Is designed to make RTS game using your pathfinder plugin?

    Yes you could with a bit of messing and lerp.

  • dl.dropbox.com/u/41931267/Pathfinder.capx

    The pathfinding seems to have severe problems... Not sure what's going on here. It seems to go through walls at a whimsy.

    Example Uses the MoveTo behavior.

  • i've encountered the same problem with going through walls and some more (sometimes no path is found even tho there clearly is one)

    dl.dropbox.com/u/45711709/testPath.capx

    Btw. i stole your points for the visualisation of the path ;D

  • dl.dropbox.com/u/41931267/Pathfinder.capx

    The pathfinding seems to have severe problems... Not sure what's going on here. It seems to go through walls at a whimsy.

    Example Uses the MoveTo behavior.

    Thanks for this sqiddster.

    This is due to bounding box which I will have to look into further. The way it checks objects is through the bounding box which doesn't seem to work when rotating objects and re-sizing to size not a multiple of the cell size e.g. 32 pixels.

    For each cell on the grid the center coordinate x, y is checked to see if it lies within the bounding box of the object then sets blocking as necessary. For now I will create an action event to set cells by x and y position then you can block the map using construct events e.g. by testing overlap with a red blip or whatever. If you want to use objects as blockers don't rotate and use objects that are sized in multiples of whatever the grid size is e.g. 32 would equate to blockers sized 32, 64, 128 ... I'll have a look into a better method for blocking using objects. Sorry for the problems and I hope what I've said above makes sense.

  • i've encountered the same problem with going through walls and some more (sometimes no path is found even tho there clearly is one)

    http://dl.dropbox.com/u/45711709/testPath.capx

    Btw. i stole your points for the visualisation of the path ;D

    I've noticed a bug occurring which might explain the not finding a path I'll have a look into it.

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