Here's another solution, but its really impractical.
Create tons of little actors to make up the string, and then put: When touch is pressed change attribute self position y (if horizontal setup, x if vertical) to self pos y- (touch x (or y if vertical)- self pos x), and the repeat this using a timer, except every other time use: change attribute self position y (if horizontal setup, x if vertical) to self pos y+ (touch x (or y if vertical)- self pos x).
I doubt this is good for the FPS rate of your game but it might work.
scribblstudios said: Here's another solution, but its really impractical.
Create tons of little actors to make up the string, and then put: When touch is pressed change attribute self position y (if horizontal setup, x if vertical) to self pos y- (touch x (or y if vertical)- self pos x), and the repeat this using a timer, except every other time use: change attribute self position y (if horizontal setup, x if vertical) to self pos y+ (touch x (or y if vertical)- self pos x).
I doubt this is good for the FPS rate of your game but it might work.
What's your definition of "tons of little actors"? Frame rate would be destroyed if you use "tons"
Comments
Sound; would be that you have to have it play a sound.
Image you could do like;
When touch is released;
Animate.
As far as getting the middle of an image to move while the ends stay stationary I'm not sure that can be done.
Create tons of little actors to make up the string, and then put:
When touch is pressed change attribute self position y (if horizontal setup, x if vertical) to self pos y- (touch x (or y if vertical)- self pos x), and the repeat this using a timer, except every other time use: change attribute self position y (if horizontal setup, x if vertical) to self pos y+ (touch x (or y if vertical)- self pos x).
I doubt this is good for the FPS rate of your game but it might work.
Frame rate would be destroyed if you use "tons"