You made it so that when x < x.player the Angle Motion = 0
That is, when the "Enemy Turn Direction" object sees the player, it always follows the direction of angle 0.
If you look at the example, then just turning it on is not enough.
But the problem you have is not speed.
It seems to me that you have wrong duplicated the "On collision..." event.
see "// if" delete event
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similar to this behavior
construct.net/en/make-games/manuals/construct-3/behavior-reference/bullet
read Stepping bullets
If the movement speed is high, then it is necessary to check the collision through onStep
what is the value in the EnymiRunningSpeed ??
Is this possible with the box coding mothod?
I didn't understand your question well. English is not my native language.
If need Center Viewport
for X , ViewportLeft(0)+ViewportWidth(0)/2
for Y, ViewportTop(0)+ViewportHeight(0)/2
dop2000 Now I understand what you me talking about. You're right.
dop2000 No. "Sprite Move At Angle" this is not an analogue of this formula.
Example. Using the formula, I can make the sprite move in a circle no further than the specified distance (for example, analog joystick). What is very similar to the action "Pin -> Pin at distance"
Member since 20 Jan, 2022