I recently tested my system and found that 1000 sprites@ 32 pix is pretty close to the point where you slow fps.
I would think you would be better off trying to use the color filter, rather than a shader.
It depends on the map, relative or absolute, and how much is displaced.
It doesn't get a x, or y, and there are 4 vertices per row/column.
You need a constant. Say the force at 500 pix from the center was 500. Force- distance at that point would be 0, 1 pixel closer would be 500 - 499, or 1.
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The sprites default value should be set to not destroy it. You change the value when you want to destroy it.
It's more about how you are choosing when it should draw at this point.
What you're describing is a group of instances. For that I would suggest using a variable like:
Sprite.variable"drawn"=1, destroy sprite
Yes, you can do that, but both instances will be in the sol.
Think of it like a goldfish bowl. You kill one, and then add one before taking the other one out.
Question is, do you really need to destroy it?
I ask this, as destroying an object and creating one in the same event can get complicated.
Have you thought about simply setting the objects opacity to 0, and then setting it back to 100 after a wait?
Um, do you have anything on those 23 layers?
Judging from your style, I think you're going to like the bones behavior once we get it.
Don't forget you have access to everything that events can do in the plugin sdk.
So are you using some sort of library or just the w3 standards?
Actually if the image editor in Construct Classic is messing up, then its probably a hardware issue, blah, blah check your drivers, sorry, pat's back, welcome to open source.
time<10 ?"0"&time :time
Probably a few other ways as well.
Seeing lots of confusion about layouts lately. Perhaps the ui could use some tweaking.