ID: |
##### calculated value. |
Speed X: |
0 (replaced with X Tile coordinate after CalcCowID) |
Speed Y: |
0 (replaced with Y Tile coordinate after CalcCowID)
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Calculation (the easy way): |
256X + Y = ID: ... but assume that both X and Y are unknown, so |
Calculation (the hard way): |
({Location X:}/32, ignore remainder) = Speed X:
({Location Y:}/32, ignore remainder) = Speed Y:
256X + Y = ID:
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Given: {Location X:} = 368, {Location Y:} = 208
Then: (368/32, ignore remainder) = 11 as the value for Speed X:
and: (208/32, ignore remainder) = 6 as the value for Speed Y:
Thus: (256 X 11) = 2816 + 6 = 2822 = ID:
Simple, right? So let's do another!
Given: {Location X:} = 814, {Location Y:} = 1135
Then: (814/32, ignore remainder) = 25 as the value for Speed X:
and: (1135/32, ignore remainder) = 35 as the value for Speed Y:
Thus: (256 X 25) = 6400 + 35 = 6435 = ID:
GooRoo's strong suggestion:
Do a CalcCowID on every Object you add into your Custom Level!
For one thing, all you then need to do to tell where you placed that Megaphone is click on its image to display the X and Y coordinates. Then you may easily enter its location into your Walkthrough component "Megaphonez.html" (you are writing a walkthrough, aren't you?). And if you want a SecretTeleportTrigger to open up a Red Warp to take a Grunt nearby, knowing where that Megaphone is located will make entering the necessary X and Y Tile coordinatez into that Object logic far easier! (And it makez it a lot easier for me to troubleshoot any problem the Designer reportz having with hir (combination of "his" and "her") Custom Level!
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