hay otra opción pero tendrías que calcular la posición del sprite en todo momento. elimina lo anterior y crea una variable "xprevia" luego cada 0.001 segundo cambias la variable al valor actual de X. después, si x actual es menor a xprevia, mirrored. si x actual es mayor a xprevia, not mirrored
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on start of drag set original X position to a variable. then check current x position to that variable. if < then mirror, if > not mirror
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put the object in a family and in the event check the object and the family, with family behaviors
you need to use families to test between same objects
Just be sure to include any other object from your original project (keyboard, mouse, arrays, etc) or you will get a lot of errors while pasting your event sheets
I don't understand clearly but as a starting point, if you want to recreate an orbit for an object, you can achieve it with a bullet behavior and a rotate behavior
As far as I know, if an object is not on screen, or invisible, it's not "drawn", so probably no impact on performance on the graphic side.
use a function to spawn the enemy, then , after the spawning action, check for the position... if its teh same of the player call the function again.....
the loop will continue until the spawned enemy is not on the same position than the player
an easier way would be to have 4 instances of a sprite (top, bottom, left and right of the screen) and every 30 secs, pick random sprite, spawn boss.
you can check my old tutorial on asteroids, where teh asteroids spawn (almost) randomly following the same principle.
as far as I know, any condition that is not a trigger (the green arrows) will be checked every tick
Great job. I bought mine the other day and can't wait to explore the event sheets. I already have a concept to use with this template and you just saved me a lot of research time.
Thanks, I hope you find it useful. If you have any doubt just send me a mail. Good luck!
Member since 3 Sep, 2012