Tap and Hold Quandary
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In a game, I have an actor that accelerates toward where you tap. Its acceleration is related to the distance between it and the tap, like many common cannon games. However, it seems that GameSalad processes a long tap as as series of short taps, so if you tap and hold (click and hold in preview window), the actor continues to accelerate toward you. I have walls all around the screen, but it somehow manages to transcend these when it's going fast enough (works fine at slower speeds). I tried setting a max speed, but I can't find one that will let the actor bounce off the walls while still being fast enough.
What I'm really looking for is a way to make it only respond to the first tap, or to the last tap in a sequence of tap-and-hold. I tried the game.Touches.Count command, but it wouldn't work for me. Neither would making separate nested rules for presses and releases. I'm new, so I might be doing something wrong. If you have a better way, I'm all ears.
What I'm really looking for is a way to make it only respond to the first tap, or to the last tap in a sequence of tap-and-hold. I tried the game.Touches.Count command, but it wouldn't work for me. Neither would making separate nested rules for presses and releases. I'm new, so I might be doing something wrong. If you have a better way, I'm all ears.