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Audio Spectrum Analyzer

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Author: Xray

Group: Default

Filesize: 142.96 kB

Date added: 2016-10-22

Rating: 5.7

Downloads: 2759

Views: 435

Comments: 10

Ratings: 3

Times favored: 0

Made with: Algodoo v2.1.0

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Well, it's not a real one, of course, but you can move your cursor around and make believe that it's real! (This scene is especially useful to keep bored kids busy) :x
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Looks good. Nice coding. :tup:
Thanks, s_noonan! :)
Xray can I ask you a question, is there a way to remove collision layers of an object using another object? Say, if object A hits object B, and they both have collision layer A, can object B remove object A's collision layer A so it would then go through object B instead of hitting it like before? @xray
Is there also a way to make a countdown clock, like from 60 to 0, for example? Thanks
I think I did the first one but I still need help with the clock...please.
To change other object's collision:

in the onCollide event....
e.other.collideSet = 0 (zero will remove ALL collision layers. 1 or 2 or 4 or 8, etc will give it collision layer A or B or C or D, etc. 3 will give it A and B. 7 will give it A and B and C. See how that works? in collideSet the number is a binary value which defines what collision layer letters will be active.

Countdown Clock: There are lots of ways to do that, depending on exactly what you want it to do and how you want it to be displayed. Take a look at my countdown timer in my Seawolf game. In the upper-left corner of the game, you will see "Time Remaining". Click on that, and open the Script Menu. There you will see the code for the countdown timer in postStep, and the display code in text. There are two local variables which must be defined and they are _latch and _timer.

Hope this helps!
Okay, thanks, that's very useful, but to remove collision layer B, for example, would I just put -4 instead of 4? It sounds logical because - is the opposite of +, and remove is the opposite of give. I'm using Algodoo from an iPad right now so I can't test it currently. I should be able to do it properly when I get to my computer. Thanks
You can change the value in collideSet with a math expression the same as you can with any other variable or event. So, for example, let's say that ALL collision layers of an object are set (letters A through J in "Collision Layers" have a check in the checkboxes). If you look at collideSet in the script menu, it will have a value of 1023. Now let's say that you want to remove collision layer "C" from the object when something collides with it. Well, collision layer "C" has a value of 4 (A=1, B=2, C=4, D=8, etc), and so you need to subtract 4 from the total value of 1023. You do that this way:

collideSet = collideSet - 4. If you place that equation in onCollide of the object that will collide with the object you want to change, then you would use {e.other.collideSet = e.other.collideSet - 4}. But if you want the equation in the object being changed when ANY other object collides with it, then you would use "e.this.collideSet" instead of "e.other.collideSet"

Make sense?
How to set the collideset of another object:

First, make a number summing up your desired collision sets:
if Collision layer A then +1
if Collision layer B then +2
if layer C then +4
if D then +8

etc...
so if you want an object to get turned into collision set ACD you get 1+4+8 = 13

Now just tell your one object to set e.other.collideset = *your number*
then the collision partner is set to that set.
FRA32 - I already explained it to him! :lol: