I start working on a prototype and I'm not sure how to solve this thing:
I know that I could just solve it with Animation and set the frames to the value I want, easy...
BUT! since I have it split in 2 sprites: (32x32)
ACTIVE Which is a loopable animated glowing orb.
USED Only 1 frame BEHIND the ACTIVE Orb.
Each character should have different amount of MAXIMUM Slots to contain the Orbs.
Whenever an ACTIVE Orb is used, it will be destroyed (special destroy animation), but it needs to show the USED Orbs sprite behind it based on the MAXIMUM number of slots.
I'm not sure how to approach this:
1. Each character should start with different MAX Orbs amount. (decide from the character selection part).
2. It shows visually the ACTIVE animated orbs lined on a raw (x axis) on screen.
3. In Game: when USING Energy, it should show the used sprite behind it.
So what do I do?
Unfortunately, ARRAYS are not user-friendly and very confusing for me to handle in Construct 3
I tried to mess with the basics of setting them in X but I got super confused as I always get with Arrays and gave up on this solution.
As I mention on the start, I can only think about making MANY animations for each number of Active Slots and connect it with Variables to control the changes, but I would LOVE to use just one sprite of 32x32 and place them using the X and 32 spaces to add and reduce (which is why I tried Arrays and run away after 2 minutes of confusion in Construct 3).
I still have a strong feeling that ARRAY will be the easiest way and this is why i'm asking here of HOW exactly to accomplish this.
So.. how do I connect the VISUAL appearances of the ACTIVE and USED slots using variables or 1D Array?
Used Slots should probably called MAX Slots, but it's just a start-point anyway:
Download Clean Example
Thanks ahead for any help!