If you don't need multi-touch, use index 0.
So, for example you can use an event like "Touch.SpeedAt(0) is between values 100 and 2000"
To convert coordinates from layer A to B:
X = CanvasToLayerX("B", LayerToCanvasX("A", x, y), LayerToCanvasY("A", x, y))
Y = CanvasToLayerY("B", LayerToCanvasX("A", x, y), LayerToCanvasY("A", x, y))
Put angle(self.x, self.y, player.x, player.y) in Degrees field.
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You know what they say - "one demo project is worth a thousand words" :)
I am not sure if I understand what you are asking. But if you want to replace only one occurence of a sub-string in text, you can use expressions find, left, right and len
construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions
Something like this, but I haven't tested it:
Set s to left(s, find(s, "Pie")) & right(s, len(s)-find(s, "Pie")-len("Pie"))
Use Anchor behavior.
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There is a Mobile Notifications plugin in the Construct Master Collection.
chadorixd.itch.io/construct-master-collection
In project properties make sure you have selected "Construct 3 runtime". All these behaviors don't work with Construct 2 runtime.
Check out this tutorial:
construct.net/en/tutorials/how-to-setup-a-simple-animation-system-for-8directions-behaiour-200
If your player doesn't rotate, you can compare Player.8Direction.MovingAngle expression instead.
I couldn't setup a breakpoint
There are other ways to debug. For example, you can add "Browser log" action at the start of the function, and into the "For each projectile" event. Open the browser log in preview (F12) and you'll be able to see when these events are triggered.
Once the enemy fires the projectile, the turn switches to the player and this should automatically stop the projectiles but they don't stop immediately,
It's hard to guess without the project file. One possible reason is that the bullet is created and the turn is switched in the same tick. Instances that have just been created may not be accessible in other events. You need to add a small wait (at least "Wait 0") before switching the turn.
If the bullet continues to fly and you don't have any other events which can change its speed, then probably the event where you set speed to 0 never triggers. You can check this by debugging.
Setting bullet speed to 0 should definitely stop it. I see your behavior is named "Bullet2", maybe you have two bullet behaviors on this object? Or there may be some other issue with your events.