So you are saying different weapons are available in stage 1 and stage 2? Well you can use the same mechanic and fill the weapon array with the correct weapons on start of the stage selected. Or if you want them in the array all the time you can use columns so stage 1 weapons are in Y=0 and stage 2 weapons are in Y=1 for example.
Sounds like the design is in your head and you didn't do a good job of explaining it. I read it several times, no idea...
The order of events matters sometimes in Construct because they run top to bottom. You need to move the score event higher up. Or a more normal thing to do is to put both the actions in the same collision event.
If it has some kind of Set Angle property then if you set that you can use the object's angle which will be the same as the movement direction.
You can check all this in debug view to make sure the car speed and variables are what you expect. I don't see any logic for setting stamina back to its original value. Also is it's starting value greater than 0?
If you use a global variable it will work in all layouts
That's expected because you are always forcing it to go left.
When you change the 0 to 180 it still moves to the right? I don't see how that could happen. Maybe if you have more than one player instance then a picking issue, other than that I don't know.
Use a global variable
Total number of functions that exist, it's not going to matter. They're not running all the time it should have no effect.
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Getting stuck while pathing is not really a problem with the instance but the pathing itself. You need to make sure the cell size is appropriate, tight spaces are a problem for pathfinding. Test it in a larger open space to see if it works.
When you use on destroyed you are picking only the instance that was destroyed, so you cannot then pick more monsters. You can put those events into a function, then on destroyed : run function. Function allows to pick from all instances again.
It is that but the other way around, like I said the enemy object with pick nearest to player.
Yes the condition is what you need. On the touch event you can add the condition pick monster nearest to player, then it will find path to this one.
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