Can you tell me which part of code do you want to be improved?
If you log the two "on collision with sprite2" triggers you will see that for the second block the Sprite is set to mirrored and not mirrored at the same time.
This is because the events are read from the top to the bottom, if you change the mirrored state to not mirrored and after do another check on not mirrored state this second condition will be also true.
So don't forget using same trigger and "else" on your conditions.
well i need more details to help you, do you have a sample capx?
Hi,
I think Pin behaviour is more efficient than set position on every tick
You can add Physics behaviour on enemy and apply force
If you can send a sample capx I would try to modify it to fit your needs
Set position : X : (ViewportLeft(0) + ViewPortRight(0))/2
Y : (ViewPortTop(0) + ViewPortBottom(0))/2
For a block to vanish and increase your score you need to sort the block when it's in the same row of same color?
You can pick your instance by uid or use a for each loop on your rotators and pick the items nearest to the rotator to pin.
270 degrees on what?
You can regenerate obstacle map and wait 0.1s before making your skull to find a path.
Your asteroids need to have solid behaviour by the way.
If you set scale inner or letterbox scale on your project fullscreen in browser property objects will be scaled corresponding to the page size.
Distance and angle between what?l
You can use system expression angle(sprite1.x,sprite1.y,sprite2.x,sprite2.y) and dist(sprite1.x,sprite1.y,sprite2.x,sprite2.y)
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this is what i understand, tell me if i'm wrong:
Blocks are falling on the center, when you press an arrow block goes on the coresponding side.
But when do you decide if player wins or not?