oosyrag
The enemy.count expression returns the current number of picked instances. Since you don't pick any in your event, it is always 0
The object.count does not only return picked instances, it returns all instances. object.pickedcount returns picked instances only
even though the condition should be invalid after the first is created, have you tried using trigger once while true to see if it eliminates the issue?
object.physics.velocityX
object.physics.velocityY
for overall velocity use: distance(0, 0, object.physics.velocityX, object.physics.velocityY)
KeiMil20 Helping you will be much easier if you share a link to your .c3p file, or upload images that show your code and your issue.
Also this is the C3 forum, so you should also post to the C2 forum
What behaviour are you using to move the object?
try this for physics.
construct.net/en/make-games/manuals/construct-3/project-primitives/events/expressions
Here you go.
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You can set up overlap at offset events or create a second sprite identical to the player size. Reduce the player sprite's collision polygons by 1px and pin the second sprite with the normal collision polygon to it. Use the second sprite in the overlap check with the wall.
Example: 1drv.ms/u/s!AkmrWgxeuxlKhIdg9b7rndZ-Y1HCKQ
You can do it without the timer behaviour by using:
is player overlapping wall
Every X seconds - subtract X amount from player.health
WackyToaster is right. A tween should be initiated from a trigger otherwise it will try and start the tween every tick and never finish it.
If you are using a boolean variable check then add the trigger once condition to the event.
That's right. It's useful when you need to pass a variable every tick, and have it reset when nothing is passed to it.
Member since 28 Jan, 2018