Well, it's not exactly a tree, more like a list, but would behave the same way. The sprite would be controllable through every family it's a part of. So if the hierarchy is something like this:
Top tier - items
Second tier - collectables/powerups/etc
Third tier, branching from collectables - coins/stars
Objects in coins - Coin 1, coin 2
You would get the same functionality by simply putting the coin 1 and 2 sprites into the items, collectables and coins families. Does that make sense?
As for constructors and destructors, construct doesn't have those as you're used to them. Instead, it works more like this:
- sprite: create object sprite at set position to random(x), random(y)
- sprite: set variable to 1
Upon doing this the newly created sprite is the only instance of sprite selected, so only the created instance's variable is set. Any actions that are after that creation action in the same event or sub events of that event will affect it. I haven't used the unofficial function plug in yet, but in construct classic you can sort of simulate a "on created" event with a function:
- sprite: create object sprite at wherever
- function object: call function "sprite created" (remember picked objects)
on function "sprite created"
- sprite: set position to random(x), random(y)
- sprite: set variable to 1
Or you could simulate it with a variable instead:
- sprite: create object sprite at wherever
- sprite: set variable 'created' to 1
sprite: is variable 'created' = 1
- sprite: set position to random(x), random(y)
Edit: Ninja'd