Another problem ...

I have a ball but i have copies of it (could be 5 or less)
when this ball is in collision with “something” i need to get this specific ball to re spawn to it’s original location i started the level in .

The problem is … i can’t put the ball i’m holding in it’s original position when it’s in collision with “something” because well … it’s just the same object so all copies of ball “including original ball” go to the same re spawn location .
so only what i can do is re spawn all balls “copy or not” in the same location …

The question is …
I have a ball in location A … i have the same ball but a copy in location B
how to get ball in location A to re spawn in location A when in collision with “something”
and the same for B …
how to get ball “copy” in location B to re spawn in location B when in collision with “something”

Is this even possible or do i have to go with the easy option which is just make separate objects called ball A … ball B … which will be just a nightmare to do ?

Thanks for helping as always …

Just use object variables, save the initial position of each ball in the ball itself:

Conditions: At the beginning of the scene Actions: Do = Ball.X() to the variable StartX of Ball Do = Ball.Y() to the variable StartY of Ball
Then at collision make the ball go back to its saved position:

Conditions: Ball collides with "something" Actions: Do = Ball.Variable(StartX) ; Ball.Variable(StartY) to the position of Ball

If something works weird maybe you have to use a for-each Ball loop in one of the events :wink:
EDIT: No, just tested, you don’t need for-each loops at all :slight_smile:

Yup it worked really nice … OK so can i give each ball a task … for example … if i touch ball A … lets say a door gets created … when i touch ball B the door gets deleted … and they are of course the same object . is that possible ?

Thanks a lot for the help …

Yes, it’s possible, you have to add a variable to each ball, for example add a variable"action" to ball A so “action” = “create door” and to ball B add the same variable but “action” = “delete door”
Then you can filter the action:

[code]Conditions: Mouse button pressed
Cursor is over Ball
Trigger once
Actions: No actions

    // Sub-event
    Conditions: Text of variable "action" of Ball is = "create door"
    Actions: Create object Door at X ; Y

    // Sub-event
    Conditions: Text of variable "action" of Ball is = "delete door"
    Actions: Delete object Door[/code]

You just helped me a great help … this will reduce a lot the time to work on the game … i didn’t even know that all of this exist … i guess it’s part of learning … Really thank you a lot .
Now i only need to work on level design … and other fun stuff … and just finish the game .

Hope you like it when it’s released :slight_smile:

Have a nice day :slight_smile: