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The Tile Movement Behavior's "simulate control" action won't work at start of layout. #7386

Closed AndreYin closed 1 year ago

AndreYin commented 1 year ago

The Tile Movement Behavior's "simulate control" action won't work at start of layout

https://1drv.ms/u/s!AuQM7MihYyx4s4ozw6wcFHVYQg3pjA?e=MVYd5X

Steps to reproduce

  1. Create a new project
  2. Create a sprite and add Tile Movement behavior to it
  3. Create a "On Start of Layout" event, with a "Sprite -> Simulate Tile Movement control" to any direction

The sprite doesn't move.

The sprite object should move as soon as the layout starts.

All browsers

I'm not sure how to test for that, but it worked in the first release that had the Tile Movement (r122).

View details Platform information Product: Construct 3 r355 (beta) Browser: Opera GX 101.0.4843.74 Browser engine: Chromium Context: browser Operating system: Windows 11 Device type: desktop Device pixel ratio: 1 Logical CPU cores: 16 Approx. device memory: 8 GB User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/115.0.0.0 Safari/537.36 OPR/101.0.0.0 Language setting: en-US Local storage Storage quota (approx): 268 gb Storage usage (approx): 167 mb (0.1%) Persistant storage: No Browser support notes This list contains missing features that are not required, but could improve performance or user experience if supported. Nothing is missing. Everything is OK! WebGL information Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium) Numeric version: 2 Supports NPOT textures: yes Supports GPU profiling: no Supports highp precision: yes Vendor: Google Inc. (NVIDIA) Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 2060 Direct3D11 vs_5_0 ps_5_0, D3D11) Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 1024 Extensions: EXT_color_buffer_float EXT_color_buffer_half_float EXT_disjoint_timer_query_webgl2 EXT_float_blend EXT_texture_compression_bptc EXT_texture_compression_rgtc EXT_texture_filter_anisotropic EXT_texture_norm16 KHR_parallel_shader_compile OES_draw_buffers_indexed OES_texture_float_linear OVR_multiview2 WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_lose_context WEBGL_multi_draw WEBGL_provoking_vertex Audio information System sample rate: 96000 Hz Output channels: 8 Output interpretation: speakers Supported decode formats: WebM Opus (audio/webm; codecs=opus) Ogg Opus (audio/ogg; codecs=opus) WebM Vorbis (audio/webm; codecs=vorbis) Ogg Vorbis (audio/ogg; codecs=vorbis) MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5) MP3 (audio/mpeg) FLAC (audio/flac) PCM WAV (audio/wav; codecs=1) Supported encode formats: WebM Opus (audio/webm; codecs=opus) Video information Supported decode formats: WebM AV1 (video/webm; codecs=av01.0.00M.08) MP4 AV1 (video/mp4; codecs=av01.0.00M.08) WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8) Ogg Theora (video/ogg; codecs=theora) H.265 (video/mp4; codecs=hev1.1.2.L93.B0) H.264 (video/mp4; codecs=avc1.42E01E) Supported encode formats: WebM AV1 (video/webm; codecs=av1) WebM VP9 (video/webm; codecs=vp9) WebM VP8 (video/webm; codecs=vp8)
AshleyScirra commented 1 year ago

This appears to be a mistake in your events. 'Simulate control' only takes effect for one tick - normally you use it with a condition like "key is down" so it continually applies. Your logic applies the control for a single tick, waits for 1 second, then applies the control for a single tick again. You probably want something more like "Time < 1 second: simulate control".

XHXIAIEIN commented 1 year ago

If I add wait 0.01 in front then it works Snipaste_2023-09-16_13-22-32