Might gives you an idea:
It is not hard to count object number within certain condition. You can use distance as range condition then use PickedCount to retrieve the number for example.
Just use sine behavior, that's all. See my example: (oops I think I overwrite old example)
Retrieve angle by compare positio between touch position and ship position:
https://dl.dropboxusercontent.com/u/659 ... touch.capx
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Instead of doing something inefficient, use tilemap itself to do so: https://dl.dropboxusercontent.com/u/659 ... _tile.capx
Here you go : https://1drv.ms/f/s!AoD_eoPJvni-b6SsuNW2lbHea3Q
For third question, make each sprite pull them self away:
enemy shoot correction event:
Here how's to do that: https://dl.dropboxusercontent.com/u/659 ... ifter.capx
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Use family if you can access it:
Not a big deal, it came from my previous WIP of bubble shooter :
Use simple math (no physics required) for correct bouncing angle:
update #2 shoot da babble02.capx With this math expression no matter which side wall facing, bouncing direction always at correct angle.So Placing and rotating the wall freely make more sense now. The same method applied to shooting line "laser". only for laser we put another instance as if it bouncing off previous one.
update #2 shoot da babble02.capx
With this math expression no matter which side wall facing, bouncing direction always at correct angle.So Placing and rotating the wall freely make more sense now.
The same method applied to shooting line "laser". only for laser we put another instance as if it bouncing off previous one.
ijust8
It is not too far from my previous example that push dragging object away;
Kind of use similar technique with different situation. So little math is your friend.
Update version 1.5
add sound effects
reduce unnecessary cpu usage
reactivate right click for quick marking with mouse
Probably the last maintenance release. Enjoy!