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///instance_nearest_dir(x,y,obj,dir,min,max);
//
// gets the nearest instance in a direction within a range of dir - min to dir + max degrees
//
//
// x the x position to check from
// y the y position to check from
// obj the object type to check for
// dir the direction to check within 90 degrees of
// min the ammount less than the direction to check
// max the ammount more than the direction to check
//
/// GMLscripts.com/license
var _x = argument[0];
var _y = argument[1];
var _obj = argument[2];
var _dir = argument[3];
var _min = argument[4];
var _max = argument[5];
var _nearst = noone;
var _nearstdist = 0;
with(_obj){
var _nearst_point_dir = point_direction(_x,_y,x,y);
var _nearst_point_dist = point_distance(_x,_y,x,y);
show_debug_message(string(angle_difference(0,_nearst_point_dir)) + "ang");
if(angle_difference(0,_nearst_point_dir) >= _dir - _min && angle_difference(0,_nearst_point_dir) <= _dir + _max
&& (_nearst == noone || _nearst_point_dist < _nearstdist)){
_nearst = id;
_nearstdist = _nearst_point_dist;
}
}
return _nearst;
Oh, I didnt see that; I guess it should be using point_distance then -
///instance_nearest_multiple(x,y,object1,object2,etc...);
//
//gets the nearest instance out of multiple types of objects
//
//
// x the x position to check from
// y the y position to check from
// object1 - etc... object type to check for
//
/// GMLscripts.com/license
var _x = argument[0];
var _y = argument[1];
var r = instance_nearest(_x, _y, argument[2]);
var rd = point_distance(_x,_y,r.x,r.y);
for (var i = 3; i < argument_count; i++) {
var q = instance_nearest(_x, _y, argument[i]);
var qd = point_distance(_x,_y,q.x,q.y);
if (qd < rd) { rd = qd; r = q; }
}
return r;
///instance_nearest_multiple(x,y,object1,object2,etc...);
//
//gets the nearest instance out of multiple types of objects
//
//
// x the x position to check from
// y the y position to check from
// object1 - etc... object type to check for
//
/// GMLscripts.com/license
var _x = argument[0];
var _y = argument[1];
var r = instance_nearest(_x, _y, argument[2]);
var rd = distance_to_object(r);
for (var i = 3; i < argument_count; i++) {
var q = instance_nearest(_x, _y, argument[i]);
var qd = distance_to_object(q);
if (qd < rd) { rd = qd; r = q; }
}
return r;
Pages: 1