Not every time the cube touch bubble double jump will recover. Since there isn't any power up, a double jump tank/counter will be great addition to store how many double jump available to be used later.
To makes the local variable works as intended a 'static' option should be checked beforehand.
A side scrolling background to gives you an idea: dropbox.com/scl/fi/clwu145uj321iq6ex2baj/moving_bacground_vari.capx
Seems the user never post any single word in forum. Hope he will reach you soon.
Give it a delay so the event doesn't run too quickly:
As long as the object exist in a layout wherever they were calling it should be fine. Doesn't matter if you put them in separate layout too.
Unless I know exactly what things are and how the mechanic works like you wanted, a variable would ease things to store position or counting object ID.
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Make the sprite particles as an image with many image points. Whenever the vacuum close to the image, spawn "particles" with those image points and destroy proxy image.
A proof: dropbox.com/scl/fi/91slhjbm2cuqdjeupl83q/dust_proxy.capx
Was the format [{"foo": "bar"}] readable?
I try using ({"foo": "bar"}) seems okay.
If there is no spesific condition met, latest (most bottom) event will be executed. Since there is no delay nor timer an action took place straightly to second pressing right D-pad event after visiting first pressing right D-pad event.
Try to limit the rotation. Make things right using physics is really hard.
A related topic with source: construct.net/en/forum/construct-3/how-do-i-8/scarf-game-engine-171083
Alternative way (more intuitive with extra events):
Member since 22 Feb, 2012