I am sure the contributor was fedca .
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Simple just sum array values where we stored retrieved stars for each level. In my example I put them in array y index 2, but I put them in reverse which 0 equal to 3 stars, 1 equal to 2 stars and 2 to 1 star.
I have an example that using array for that kind level progression:
dropbox.com/s/vh3n39sk8z2dhrl/LevelSaveMenu.capx
Probably by duplicating similar events & replace the object one by one or just put them into a sprite object. Both has their own hassle steps but won't stop us, will we?
Put them in different animation names under same object sprite. That's the easy way.
Jigsaw example from me: dropbox.com/s/g18npbnjapwpeeb/jigsaw_puzzle_ani.capx
It's unavoidable that you need to associate the sprite to array by their ID or instance variable.
Learn how to build things natively Will give you some insight how things work under the hood and more straight forward approach with extra effort.
Is this what you are after?: drive.google.com/file/d/19qH1mZgUEMqhlkrziJL5FVpVR7YH3-ED/view
Replace input text with just text makes everything on set. Input text mean to be used one when user type something and not suitable being moving around. That's exactly how I did with my crossword example: dropbox.com/s/2ymk52xp0inxk7k/crossword_alextro.capx
Look at following example about pinning & hierarchy: drive.google.com/file/d/1CxeAvfEBCndMKe-zLlnrWODxAVcZ4CFY/view
They act similar but hierarchy has more feature. Try to enable disabled pinning action in the example and disable hierarchy action to see the result.
/*edit: Just realized that the lag caused by drag & drop behavior. A workaround would be using touch control so the card would be following Touch.X & Touch.Y position.
What matter about pinning is it need to be pinned one tick a time that triggered by certain condition with pinned behavior pinned to only one object. so using everytick won't work, neither double pinned (each other) to both objects.
Member since 22 Feb, 2012