Well I thought I would try and be clever and use just code but, of course, once R0J0 posts I always feel like I belong back in the corner with my "D" hat on. I would never have thought of such a smart but simple answer but once you see it it becomes so obvious. Anyway here is my attempt...
https://goo.gl/pLgYAN (R215)
here you go an updated capx using containers.
https://goo.gl/XaQv7C
Instead of using a global variable you could just give the text boxes the UID of the "lamp" that is creating them - my example was to try to show the idea of tieing /grouping several objects together using instance variables.
As LittleStain said there are many ways of doing this including the built in container (not sure if containers are in the free version of construct ?)
I had also forgotten about this post Glad it helped.
https://goo.gl/e6hRts (r215)
using on collision stop the path movement.
Can't you just add condition along the lines of
If player collides with target -------- player pathfinding movement STOP
?
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https://goo.gl/xnWwrv (r215)
I like that effect jojoe - I'm going to go and try to replicate it...
I imagine that diy particles have to be a bigger hit on performance than the built in one. But if you can't do what you want with the built in ones and if you are careful and test a lot...
here is my starting point - not very well documented by hopefully simple enough to follow
https://goo.gl/F0YdZM (r215 plugins req rexs moveto)
yep, look at where I am setting angle and add the correct frame animation there
have a look at
one idea
https://goo.gl/7W2YhL
I should have said
Method 1 will turn ship 90 degrees (n,e,s,w)
method 2 will point ship in direction travelled
only use one of the methods
also I was using mouse so just replace mouse with touch.
Have a look at the behaviours "Compare moving angle" ?