So you found your game project then? You can every X seconds set the angle to angle+1 for example which will just rotate the object.
A for loop and then inside that, compare at xy, not compare size. This runs through each element, what you then want to do with it is up to you.
Yeah you can use a for loop for this for example : for 0 to end range, compare array at 3, loopindex will run through all at x=3.
When Enemy.Count=0, change layout.
If you're going to go with this kind of logic then best to make the object Global=Yes in the object properties.
https://www.scirra.com/blog/112/remembe ... our-memory
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Me too
Telling us how it isn't working like it should, i.e. the outcome of the collision check, will help us to work out what went wrong. Even then, it is only logical guesswork.
Why are you trying to set an object invisible and then moving to another layout?
Getting flashbacks to that thread from July/August with lamar
Maybe I missed something but this game makes no sense to me.
I do this every X seconds run a function. Each function is an enemy pattern. Enemy patterns are defined by spawning enemy at a certain X (across the screen). You can do random X between a set of values to make it spawn in a random spot or you can set the X of several enemies for predefined patterns.
Member since 5 Aug, 2013