Positional 'Pow' after enemy is destroyed
Hi folks
I have a game in progress in progress at the moment. I have my magical orbs floating up to the top of the screen, being generated from a spawner off the bottom of the screen.
When the orbs are hit the fall back down to the bottom with a fade out but i would like to put a 'POW!!' graphic exactly where it was hit for a second have that fade with the orb still falling.
I will fade this out afterwards, which I know how to do but its the position of the hit I needs when I try and replace the orb actor for the POW graphic it falls down to the bottom of the screen...i need it to be placed where it was hit...the x and y co-ordinates
Please can someone tell me how this could be achieved?
Thanks guys
I have a game in progress in progress at the moment. I have my magical orbs floating up to the top of the screen, being generated from a spawner off the bottom of the screen.
When the orbs are hit the fall back down to the bottom with a fade out but i would like to put a 'POW!!' graphic exactly where it was hit for a second have that fade with the orb still falling.
I will fade this out afterwards, which I know how to do but its the position of the hit I needs when I try and replace the orb actor for the POW graphic it falls down to the bottom of the screen...i need it to be placed where it was hit...the x and y co-ordinates
Please can someone tell me how this could be achieved?
Thanks guys
It takes a Zombie to know a Zombie!!!
Comments
This should do the trick.
1) game.powX
2) game.powY
3) game.PowNow
In the baddie -
when collides with actor "Hero"
change game.powX to self.X
change game.powY to self.Y
change game.PowNow to 1
Then in the pow actor have this rule:
when game.pownow is true (1)
change self.X to game.powX
change self.Y to game.powY
interpolate width to 128 (or whatever)
interpolate height to 128 (or whatever)
-----rule when width = 128
-----change game.pownow to 0
Otherwise (of the 1st main rule)
change self.x to ??? (offscreen)
change self.Y to ??? (offscreen)
change self.width to 2
change self.height to 2
The only problem with this method is if you need more than one pow at a time. You may need modify the above method like this:
3 actors (or more) pow1, pow2, pow3
The 3 attributes listed above for EACH pow (game.pow1x, game.pow2x, game.pow3x, etc.)
Sorry forgot to say that nothing collides with the orbs. The orbs are destroyed when the player presses a coloured bullet on a gun that is controlled by a boolean true event. ;player presses red bullet which in turn destroys red orb on screen.
I then have it so that when the event is true then the orb velocity is turned downwards, the orb fades out and travels downwards.
I need a 'POW' at the exact time the orb is effected by the true event and turns downwards.
Sorry about that
It takes a Zombie to know a Zombie!!!
Member
CREATE AN INVISIBLE ACTOR and call it SpawnPOW . In your orb actors, tell tgem when they collide with actor SpawnPOW, spawn actor( POW graphic) In your (POW graphic) actor, put an interpolate rule: Interpolate self.color.Alpha to 0 in 1.5 sec
This should do the trick.
That did do the trick...work like a treat!
Thank you so much!
p.s Thank you scitunes again..
It takes a Zombie to know a Zombie!!!