Wow, this is the strangest autoloading shotgun I've ever seen. The loading mechanism is no doubt unusual, but the video proves that it works as designed! And I agree with TheClankinator about your excellent work on the scene. It works flawlessly!
FaizKhawarizmi -- Before anyone can help you, you first need to explain what you want to happen IN DETAIL. In other words, you have to make sense. To make the green circle move without doing anything to it is nonsense.
There's a number of different ways that can be done, and it depends on where you want the blue box to move to, how fast you want it to move, and once it has moved do you want it to stay there no matter what, or do you want other objects to bump into it and make it move? Here is one possible way to do it:
In the blue box, add this to "onSpawn" AND to "postStep": (e) => {scene.my.bluePos = pos}
Then in either one of the boxes that collide with each other, add this to "onCollide": (e) => {scene.my.bluePos = [x,y]} where, x,y is the position that you want the blue box to move to when the collision happens. The blue box will move to that x,y location in the blink of an eye. If that's too fast, then there are other, but more complex ways to make the blue box move slowly.
Oh, by the way, with the method describe above, the blue box will stay locked at the x,y position specified in scene.my.bluePos, even when bumped hard by other objects. The only way to move it is to change the x,y coordinates in that global variable.
UDG04 -- I've already solved that problem some time ago, and I made a sample scene which demo's it if you are interested. It works like this: Laser hits object and object turns color of laser. Laser goes off object, then object turns black (or any other color you want). Let me know if you want it and I'll post it.
More suggestions:
1. Never assume that other users know what you know. When you make a complex scene which is not self-explanitory, you must show some instructions. And you can't simply write "enter numbers 0 - 3" but you have to explain HOW to enter the numbers. In this particular scene, I did not know that I had to change the text from 0 to some other number, and then click on the box! I finally figured it out by myself but you could have saved me some time by explaining it in the scene!
2. The Algodoo clouds are always in the scene because they show up by default. For scenes in which clouds make no sense (such as this scene here) you should disable the clouds because they are very distracting. Clouds can be disabled in the "background" edit page.
Besides those minor things, you did a great job on the scene overall!
Well, actually, NO, it's not Okay if you did not get the person's permission who you copied the scene or parts of the scene from. I guess you still don't get it.
I like how the target quickly adjusts its position a split-second before the arrow hits it, ensuring a bull's eye every time. I wish my paper targets did that when I go target shooting with my son-in-law. He's a slightly better shot than I am with a 9mm pistol, but if I had technology on my side (a.k.a, "cheating"), then things would be different.
Nothing strange at all. You just forced the cube's angle to always be 0 (zero), which means that it cannot be rotated. That's all! Nothing unusual or "strange".
One more suggestion: The bands of debris in the tornado have an unnatural and very noticeable jerk about every second or so. I'm pretty sure that's caused by the way the Xoffset gets updated in each band. I found while designing my own tornado scene that a simple continuous addition of a small negative or positive value to the Xoffset makes for a very smooth apparent rotation. Here is a sample of code which should work for you if you decide to use it:
where,
_twistDir is apparent rotation direction. -1 gives reverse rotation, and +1 gives forward rotation (or you can just call them "left" and "right").
_Xoffset is textureMatrix(2) as shown above.
_twistSpeed is a small decimal value that determines the debris apparent rotation speed.
I think you should be able to easily incorporate this simple code with your other code that controls the tornado's linear speed and direction, and its rotation rate and direction.
Oh, Okay. But I downloaded the scene again after you made a change to it, and it still doesn't seem to be working. The Robot just floats around like a balloon and doesn't seem to be moving in a controlled manner.
Also, that smaller version of the scene on the right-hand side of the main playfied that has those yellow and red arrows pointing in and out of it is very confusing. I don't understand what that is telling me. At first I thought it was telling me to move the Robot with my arrow keys, but then you said that the Robot moves by itself. So, I don't understand what those arrows are telling me. I'm sorry, but like I said before, this scene is very confusing because I don't understand any of it. I watched your YT video and became even more confused!
Wow, that's a lot of good information, matto! The scene does run much better now, but on my computer, it still seems to not work quite right. The robot moves sort of like a submarine under water. That is, it move rather sluggishly, and it doesn't seem to always make the correct moves. For example, it will see an object in front of itself, and then tries to steer away from it, but because of its very sluggish moves, it will sometimes hit the object and bounce off of it. My computer is not weak or slow, but on the other hand, it's not a high speed gaming computer. It runs Windows 10 with 6GB memory, and a 500MB solid state hard drive. It does run most Algodoo scenes quite easily (except for kilinich's 3D scenes which are very complex).
Also, you said: "The yellow and red arrows pointing in and out were for decoration only." Well, I didn't know that until you told me. So, in some cases (like this one) adding "decoration" to a scene can cause confusion, like it did for me.
I hope that you know your scenes impress me very much! I think they are awesome, and that you are a very talented engineer. And I give you the same friendly advice that I give every other talented Algodoo scene makers: "Just because YOU understand how your scene is supposed to function, doesn't mean that everyone who plays them can understand them too!" That's why I believe that it's essential to give plenty of instructions to people for scenes that are complex or have a lot of buttons or keys to press.