If you want points only once give enemy variable "givePoints" or so, boolean for example.
Is boolean set Enemy compare Y > Player.Y Enemy compare X < Player.X => Add points Set givePoints false[/code:14vlqxfp] If you level is not simple left to right then you could maybe compare distance and/or make some more coordinate checks.
If I can nitpick a little bit the keyboard doesn't actually press anything that would be scary magic. But if you use some build in behaviors you could for example
compare text = "up" => simulate pressing up
Depends of the style of your game, but I could recommend keeping an eye on spriter plugin.
https://www.scirra.com/forum/spriter-c2-huge-status-update-2-13-14_t75748?start=650
Try that test demo from lucid post from 14 Feb 2014 04:56
Your new question is very basic thing that sould be in the manual. Also for later note that there is now sub forum for beginner questions.
No it's not very much. If you make the level a lot bigger then you micht want to keep an eye on that.
Just wondering. How much memory are you using if you have canvas the size of the whole map?
I assume that is the case.
https://www.scirra.com/store/construct-2
I think this Fruit ninja example I made in about 15 min was more addictive than Flappy Bird. Maybe just begause I made it my self and haven't made any of these stupidly simple little games before.
If you dare https://dl.dropboxusercontent.com/u/104 ... index.html
and there was
Develop games in your browser. Powerful, performant & highly capable.
Those functions are just button Instance variables. Here is CAPX for just saving.
https://dl.dropboxusercontent.com/u/104893773/C2%20examples/Webkit%20simple%20save.capx
For finished game it really is not good idea to hardcode paths.
Also did you read this https://www.scirra.com/manual/162/node-webkit
If for some reason you don't get it to work with the help of the manual please post the CAPX.
Not much to it really.
https://dl.dropboxusercontent.com/u/104893773/C2%20examples/Flappy%20this%20is%20not%20your%20fault%20but%20you%20cannot%20exist%20anymore.capx
Also this is good in the background
For more precision I would suggest to use a loop like.
Repeat Sprite.speed
X overlapping wall
=>
move 1px to Sprite.angle or more for less precision but faster execution.
And for the bouncing maybe this would help
R0J0hound lazer example
http://dl.dropbox.com/u/5426011/examples%208/lazer.capx
Member since 31 Jan, 2013