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  • Using a boolean variable seems like a good solution.

    On every tick -> call Function.ProcessOne()
    
    Function ProcessOne()
       Pick Family where isProcessed=false
           Pick random Family instance -> do something with it, set Family.isProcessed=true
       Else
           Pick All -> Family set isProcessed=false
           call Function.ProcessOne()
    [/code:bv3nyqfd]
    
    There is nothing in this code that could affect performance, it should work very fast. Function will be called recursively only once in many ticks.
  • So when unit 1 or 2 is overlapping the obstacle, it should be considered as in LOS?

    Don't think it's possible, but you can simply add overlapping check as another event. For example:

    1. UnitA has LOS to EnemyUnit -> UnitA fire bullet to EnemyUnit

    2. EnemyUnit is overlapping Obstacle -> UnitA fire bullet to EnemyUnit

  • Sorry, I didn't understand your explanation <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    What I meant is this:

    https://www.dropbox.com/s/3229duj1g2im1 ... .capx?dl=0

    Use another sprite with Bullet behavior just as a source of coordinates (X, Y, angle of motion, angle of reflection).

    You can then use these values in your formulas and reposition your main ball sprite - invert angles etc.

  • Particles trail works quite well:

    https://www.dropbox.com/s/0mk2sskzt6emm ... .capx?dl=0

  • Is it a Construct 3 file?

    I don't have C3 and this forum is for C2 projects. You need to post your question here:

  • Something like this?

    https://www.dropbox.com/s/1iiq5dg88npzj ... .capx?dl=0

    It looks terrible, but I hope it's what you were asking.

  • Can you do it without the gyroscope first? Say, using mouse or keyboard controls.

  • Set time scale to 0 for objects that you want to be paused.

    Set global variable isPaused when the game is paused.

    In your spawning event add another condition checking if "isPaused=0".

    Or instead of spawning "Every X seconds" use Timer behavior on your spawners sprites. Then when you set spawner's time scale to 0, its timer will also be paused.

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  • I'm guessing you have different events for different sprites?

    Mouse -> On Sprite1 clicked -> (start dragging Sprite1)

    Mouse -> On Sprite2 clicked -> (start dragging Sprite2)

    etc.

    Just create a flag (a global variable) isDragging. Set isDragging=1 when a sprite is clicked, reset to 0 when it's dropped.

    Add a second condition to all these events:

    System-> isDragging=0

    Or if all these draggable sprites are in a family, and you have just one event (Mouse->On DraggableFamily clicked), add DraggableFamily->Pick Top Instance as a sub-event.

  • I have a different idea for you.

    Create an invisible "shadow" clone of your ball sprite with Bullet behavior and "Bounce off solids=yes" and gravity if needed.

    Use its coordinates to adjust your main ball coordinates.

    You can even do this with physics behavior, see my comment in this post:

  • I asked you already in the previous post - could you share the capx? It's hard to troubleshoot issues like this with just the screenshots of your code.

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dop2000

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