Update version 1.4
Add marking mode & code optimization
Simply destroy the object when it overlap the player or use distance comparison from an object to player.
The black has sine and physics behavior moving in horizontal manner? Why not make it solid object instead physics object?
Another good reading about lerp by —
viewtopic.php?f=162&t=62764&p=538414&hilit=perfect+lerp#p538414
Oh just found the old example that should compatible with your C2 version:
https://dl.dropboxusercontent.com/u/659 ... _lerp.capx
It does easing in & easing out.
Actually no because it always dividing the number endlessly before it can reach 1 in factor. But we can put instance variable to iterate the lerp factor an reach value 1: https://dl.dropboxusercontent.com/u/659 ... _lerp.capx
Here it is : https://dl.dropboxusercontent.com/u/659 ... umber.capx
To define a value based on level iteration, first you need a list such as 3,7,4,9,11,2,7. Then you use tokenat as an input to determine which number is picked based on current active level.
Use family and it's done with one event:
https://www.dropbox.com/s/4tjnro8xiy4j6 ... .capx?dl=0
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If you use multiple layouts, you can put a text or an instance variable to set value to determine how much enemies you want on the level. So the event sheet remain the same for all layouts level.
Update version 1.3
Add laser spread at gameover
Add waving flag at winning
Add gate closure that show up when restarting
This subject had been asked many times with many example. I have mine:
If you need more reference for this subject, see the link to a topic:
Member since 22 Feb, 2012