This is my first post in your great forum...
I am testing the SCIRRA software to create a HTML 5 game.
I would like to ask you a question:
How to apply to custom movement for a enemy (which is normally a sprite object) based on the X axis(= I mean horizental move)?
I couldn't find a simple tutorial and I am a newbie with SCIRRA
<img src="smileys/smiley12.gif" border="0" align="middle" />
Thanks in advance <img src="smileys/smiley32.gif" border="0" align="middle" />
Here is a great patrolling example made by JohnnySix showing you how you can achieve this:
There is a download link for the example .capx in the description.
Welcome to Scirra <img src="smileys/smiley1.gif" border="0" align="middle">
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You can also simply assign the bullet behavior to your enemy which will automatically give them a linear movement which you can then use your events and logic to tweak.
Thank you very much both of you gentel men!
I tried to implement BluePhaze solution, indeed I asseigned the bullet behaviour to my enemy(which is supposed to move above a wall), then I added a condition just like that:
(to perform the left movement)
System -> Every tick -> myenemy : Move 3 pixels at angle 180
until now, it works!!!
Then, I want to make it back when he arrived to the wall limit( the right movement), I want to compare the wall X and my enemy X coordinates:
myenemy -> X <= wall.X : myenemy: Move 3 pixels at angle 0
but the problem is that myenemy object didn't turn back :(
What was my mistake?
Is there any other solution to make my enemy goes back when he arrived to the wall limit? <img src="smileys/smiley34.gif" border="0" align="middle" />