RPG Walk - Bullet Direction > Animation

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Post » Mon Jan 14, 2013 7:56 pm

@AnD4D - I sent you a link to the capx via pm. There is a lot more detail in the message, so please have a look and tell me what you think!
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Post » Tue Aug 27, 2013 4:31 am

[QUOTE=Tobye] I had this exact same issue! I originally tried it the same way as you and got errors. Then someone recommended that I try using anglediff instead, and for reasons unknown to me that worked while comparing angles normally did not. I did this:

First, add a variable to whatever is moving called 'Angle Tracker' or the like. Make it update every tick to that object's Bullet Angle of Motion.

-For each + Bullet Speed 0 (inverted):
-anglefiff(Object.AngleTracker,0) < 45: Set animation to 'right'
-anglefiff(Object.AngleTracker,90) < 45: Set animation to 'down'
-anglefiff(Object.AngleTracker,180) < 45: Set animation to 'left'
-anglefiff(Object.AngleTracker,270) < 45: Set animation to 'up'
-Object Bullet Speed = 0: Set animation frame to 0.

And there you have it! Hope that helps.[/QUOTE]

Hello Tobye,

I'm new to construct and have no experience in it what so ever, can you please tell me how you got animation working with bullet, I made so the character follow where I click with the mouse.

I tried calling "Player.bullet.AngleOfMotion = 180 tehn set direction to "up"

also tried player-angle < 90 = set direction to "left"

can you please aim me forward the right direction

here is my file:
https://dl.dropboxusercontent.com/u/57001596/test.zip

My goal is where I left click, the player will go and play the right animation for itHeroBiX2013-08-27 04:31:34
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Post » Mon Feb 23, 2015 6:29 pm

Hello Tobye I know this is kind of an old post and you probably don't have the file but I was wondering if you can send me the file also I have a project and I kinda need help with the movement more precisely collisions with a tile map.
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