Really?
Do you call spamming by uploading a couple of scenes?
I've been working on them during the last month, and I thought it would be cool to upload. Sorry if I fixed them by now and decided to upload.
Also, you don't need to be a jerk just because you're on the web.
Portuguese: Dan1lo, para alterar o peso do objeto com o laser, você clica no laser com o botão direito, e no campo "onLaserHit" vai ficar (e)=>{e.geom.mass := e.geom.mass - 0.5}
Vou te explicar: e.geom significa que você está alterando o objeto no qual o laser toca. Se fosse para alterar algo do proprio laser, ficaria e.laser
mass é a variavel q vc quer alterar. Poderia ser color, density, friction ou qlqr outra coisa.
colocando valores maiores ou menores onde está o 0.5, você faz com que a mudança seja mais rápida ou lenta. Espero ter ajudado.
English: To change any object's weight when a laser reaches it, you must right click the laser, and in the field "onLaserHit", it will be (e)=>{e.geom.mass := e.geom.mass - 0.5}
Explaining: e.geom means that you're changing the object on which the laser is reaching. Mass is the variable that you want to change. It could be color, density, friction or any other thing.
Using bigger or smaller values where the 0.5 is, you make the change faster or slower. I hope I helped.
I got into your script, and I see here that you've used lots of arrays, and a way to make them look random. However, you could have make an array composed of trully random itens. For example, everytime a new game started, you could make this run:
_patern = [math.toInt(((rand.uniform01)*4) + 1), math.toInt(((rand.uniform01)*4) + 1), math.toInt(((rand.uniform01)*4) + 1), math.toInt(((rand.uniform01)*4) + 1), .....]
So, everytime a new game was to begin, you'd have a new random sequence.
s_noonan, it turns out that I did this because some parts of my code were made in the update part, so if you paused it would kinda "bug" (not really, but it would seem strange).
However, there is no reason to pause the scene.
The Linkage, usually when I do those long codes I put everything in the post.step part. Accidentally, one of the codes I put in the update part, and I was tooo lazy to change it aftwe something like 5 hours working on it.
And to the grumpy s_noonan, if you've discovered only the Q function, you've missed the best part.
About the instructions, well, they ARE in the scene, in the description part. They're also here in this page.
I'll take your grumpy and salty criticism to improve it, though. Thanks.
The red "egg" beats like a heart, and shows the pendulum frequency as it beats. You can change it by altering scene.my._cardio
The light-gray circle is like a barometer, that feels the pressure inside the organism. It blinks every time a particule hits it, and counts the frequency of beats. In its code, you can change some parameters
The pendulum that goes back and forth is like a pump, that helps keeping the movement inside the cell. As new cells are generated, the kinectic energy tends to go down, so a pump is required. It changes with scene.my._cardio.
The faster the cardio, the easier it is to remove "plaques" (toxin clumps)
It did take a long time, around 40 to 60h of coding, but I was really eager to see it running so I didn't even notice it
I saw your original text and I really appreciate your recognition. I've seen you around here since many years ago, and it really feels like a kind of community.
I do not code as my main job. I am graduated as a food engineer here in Brazil, and I've been working in the meat industry. Algodoo is one of my hobbies, so I've really learned it by myself and the scarce documentation I could find... I really enjoy it and I enjoy learning how to put my ideas into life!
I must steal the idea of converting some 2 variables of interest to the position X and Y of something, so it is now possible to use the graph to show the variable you wanted.
Awesome idea, for sure I'm using it haha Thanks a lot
Very good scene because using balls to ilustrate pressure is actually a very good representation of the actual effect. Pressure is described by being caused by the impact of all the particles on the walls of the containers
thanks Xray, I'll take a look into the forum and s_noonan scenes. I've learned a lot by dissecating other user's scenes and reverse engineering their codes. Now I feel like I understand the language for most (if not all) of what I wanted to do. However, playing into other's scenes sometimes gives me ideas I've never imagined were possible!
Thanks for the recommendation and for the appreciation, I'm really glad for this feedback. I've playing with algodoo since it was phun (maybe back 2010), and there are some names I've been reading here since a long time. I kinda feel like one of the older names around even though I've never engaged into the community much