As long as you only Push on X, it works.
http://www.blackhornettechnologies.com/ ... ample.capx
Run this with the Debugger, and click on Array.
You can set your second array to Size(0,5,1) and then do a Push on X, then set your values. This will only push as many as you need.
It won't work. On collision condition trigger SOL is already in the memory so there is no second check if the line is there or not. That's why it's kinda tricky
That's where the Pick instance 0 helps.
On collision ->
Pick instance 0 ->
some actions
http://www.blackhornettechnologies.com/ ... l_BHT.capx
I've fixed the first two. The distinction is subtle, but you were asking: On touch sprite X AND "Are there any locks that do not overlap sprite X", which of course is true, there are four other locks that do not overlap sprite X. My change is: On touch sprite X, Pick the one that IS overlapping, and do nothing, ELSE, there is no overlap, so set your checkmark.
Seems to be Intel: https://software.intel.com/en-us/xdk/do ... -intel-xdk (search for 4.1.0)
If you look in the files C2 generates, there is no versioning of Cordova mentioned, only the cordova.js file is referenced, but it is Intel that adds that file.
You convert from Layer Y to Canvas, then from Canvas to Layer X.
The problem is the Wait breaks the logic. The code won't hold the loopindex value, as it's a global value. Use a Timer to do this.
There are expressions for dealing with this: LayerToCanvasX, LayerToCanvasY...
https://www.scirra.com/manual/126/system-expressions
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The condition is "Compare frame". To set the frame you "Add action", and then "Set frame".
Right-click on the green arrow - this left most area selects the event, as opposed to the condition. Now Add->sub-event. The Else is fine, you don't need to test frame=1, though, it's redundant.
"Pick random instance" first, then spawn at it's ImagePoint.
Member since 28 May, 2012