dop2000's Recent Forum Activity

  • Does your spritefont (image) actually contain capital letters?

    It works for me:

    https://www.dropbox.com/s/fvc47qc5chedo ... .capx?dl=0

  • I don't really understand what you mean. If you share your project or a screenshot of your events, I may be able to explain what's going on.

  • The pipes are moving too fast and disappear from the screen before they change Sine movement.

    But now I understand that you wanted to change movement at the moment the sprite is created, not 5 seconds after it was created.

    I'm guessing you want to create pipes with Horizontal movement for 5 seconds, then with Vertical movement for 5 seconds and so on?

    You can do this with a single variable, say verticalMovement=0

    Every 5 seconds
        verticalMovement=0  -> set verticalMovement=1
        Else -> set verticalMovement=0
    
    Every 1 second ->    Create object bottomPipe
        verticalMovement=1 -> bottomPipe Set Sine movement to Vertical
    [/code:2h6s54w7]
  • So "On key pressed" is the only condition and it's not inside some other event like "Every X seconds"?

    Then it should work.

    Do you use TextBox? When cursor is in the TextBox, some keyboard events may not work.

    If nothing helps, please share your capx.

  • It's hard to tell without seeing your code.

  • I still don't see any errors.

    Could you save your project as a single file (capx) and share it?

  • No, it's all correct. I did the same and it works for me.

    Maybe there is something else in your code that breaks it.

    Did you set "active on start=yes" for Sine?

  • When you spawn a family instance, family member will always be picked at random, you can't predict it.

    Why did you make them as separate objects anyway? If the only difference between bullets is their color, you can put them all in one sprite (as 3 frames or 3 animations). Then simply spawn this sprite and change its frame/animation.

  • You can do this with "overlapping at offset", but this will require some math.

    There is an easier way:

    Define an imagepoint on the platformer sprite, which is a few pixels below its bottom edge. (outside the image)

    Then you can use this event to check if platformer is on the tilting Floor or within several pixels from it:

    System-> Floor is overlapping a point (platfromer.ImagePointX(1), platfromer.ImagePointY(1))

  • Add Timer behavior to your object.

    On object created -> Object start timer "ChangeMovement" for 15 seconds (Regular)

    Object on Timer "ChangeMovement"

    ...Object: Sine compare movement is Horizontal -> Object: Sine set movement to Vertical

    ...Else -> Object: Sine set movement to Horizontal

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  • Have you tried uppercase() expression?

    SpriteFont set Text to uppercase("abcd")

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dop2000

Member since 26 May, 2016

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