Actor flipped upside down when moving from right to left.
Hi,
I have been going through some tutorials and managed to build a game that has a fixed object that shoots at flying obstacles moving from right to left.
I have 2 types of obstacles - A & B which was timed at 2.5 to spawn. I am trying to spawn it for a certain period and increase in speed depending on the level.
After splitting the timer between obstacle A&B, the obstacles are moving from right to left. However, it seems to be flipped upside down when it is spawned.
Obstacle A has
move
in direction - 180 relative to scene in additive way
at speed - 50
Controller has
if game.playing - true
do
-timerA -every 2.5
spawn actor-A
in direction - 180 relative to scene
from position - self.position.x, random(self.position.y,275) relative to scene
-timerb -every 3
spawn actor-B
in direction - 180 relative to scene
from position - self.position.x, random(self.position.y,275) relative to scene
Can anyone suggest where I can change to fix this upside down error?
Suggestions on any tutorials on timer/per level would be helpful too.
Comments
You're rotating your actor by 180° in the spawner - so your actor will be spawned upside down.
Didn't you try any other values ? If I find I am not getting the result I expected and I don't know why, the first thing I'd do would be to play about with the relevant values . . .
So you have an actor that appears upside down - and you have a couple of angles going on (one in the actor and one in the spawner) - the obvious thing would be to change these angles and see what happens ?
GameSalad should really rename the 'Direction' field in the spawner to 'Rotation'.
Hi Socks,
Thanks for your input. As you mentioned, it is showing direction and I felt that it represented that it is moving to the left and didnt know that it behaves as rotation.
I have changed it to 0 and it works now.
The spawner has no influence on the actor it is spawning beyond where in the scene it spawns the actor and the actor's rotation at 'birth' - the spawner is dumb in that it doesn't impart any information like size or movement direction or speed or colour . . . . etc.
Yeah, the only trick i've found around that is to impart a bunch of self assets on the spawner that attach to global assets at the moment of spawning, and then use THOSE to impart rules on the spawned creature.