You can convert coordinates from layer B to A using these monstrous expressions:
CanvasToLayerX("A", LayerToCanvasX("B", x, y), LayerToCanvasY("B", x, y))
CanvasToLayerY("A", LayerToCanvasX("B", x, y), LayerToCanvasY("B", x, y))
Can you just add a constant variable? E=2.7182818284
You can set particles time scale to 10, wait a second and restore their time scale. To hide this initial stage, cover the whole screen with a black sprite with fade out behavior.
I believe you can add a script to the webpage, and call methods in this script from construct game.
Here is a demo:
dropbox.com/s/1im9m3usr05vgqc/GunRecoil.capx
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Simply compare LevelNumber=5 -> Go To Layout "DifferentCutscene"
Usually this is caused by the collision polygon or origin image point location on the enemy sprite. When it collides with the marker and turns, it immediately collides the second time and turns again. To avoid this issue, make sure the collision polygon is rectangular and origin point is in the middle.
Also, you can add a cooldown - for example, after turning, don't allow to turn again for 1 second. Use Timer behavior for this.
In your experience, do wait commands or system hiccups potentially contribute to this as well?
No, I didn't have this problem. But I had to deactivate all groups of events that create random objects, particles, have "Every random(N) seconds" in them etc. Only when the seeded level generation is finished, I activate those groups.
See this demo:
dropbox.com/s/vzy7yoxbe65sd1z/AutoScrollZoom_MultiplePlayers.c3p
Add a LevelNumber global variable. So when you need to go to the next level, increment this variable and use "Go to Layout (By name)" action to go to layout "Level"&LevelNumber
Oh, it runs "https://editor.construct.net" in NW.js now. Thanks!
Use a global variable, not an instance variable.
Or you can set the object TomerText as Global.
Member since 26 May, 2016