If there are obstacles that the enemy should walk around, then you need pathfinfind. If there are no obstacles, or the enemy needs to only move a few pixels closer to the player, then you can use any other behavior.
Add "TiledBackground destroy" to your "On Right Button clicked" event
After the name is entered - TextInput Set Unfocused. Or destroy.
This should in theory close the keyboard, but you need to test.
Have you tried unfocusing/destroying the text input?
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Do you have this particles object on the layout? Create an empty layout "Assets" and move it there.
If it doesn't fix the problem, then the mistake must be in your events.
Run the project in Debug mode, check if there are double instances of these text objects. Maybe one is on a global layer.
newt This is a much better solution, thanks!
CurrentValue and "Compare current value" condition can only be used inside of "For each key" loop.
So to check if the dictionary has "apple" you need to do this:
Dictionary For each key Compare current value =carsOut.Text
I remember sending you a demo with this code:
It helps to prevent getting stuck in corners.
Also, you should not use "Wait" inside "Player is dirChange" event. If you change the direction quickly several times, delayed "waits" from previous direction changes will mess the things up. Use Timer behavior - restart the Timer on every direction change.
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.
Member since 26 May, 2016