Member
Last active 6 years ago
Hello Paolo, Thanks for your answer
I know how to use Javascript to trigger events.. but I was wondering if I can use it to trigger actions that doesn't have to be connected to an event, for example: move an object directly via script, instead of assigning that move action to a touch up or touch down event and then trigger the event using Javascript
Hey,
Still no answer
No problem.. It is available as a widget in the objects panel, but it would be much better if it can be done this way..
Do you know the answer to my first question?
Carlton, you just drag the memory game from the objects, and put it on the page, and then drag the images you want to use inside the memory game.
But, the problem is that the game uses the exact images, if you put 20 images, it uses the 20 images and create 40 hidden images in the game..
So, is there a way to use only 5 images randomly from the 20 images for example, so that every time the game begins, it wouldn't be the same over and over again?
Hi, I have a couple of questions
1-
I would like to know if it is possible to hide, move objects or perform other actions directly using javascript.
2-
can I put a lot of images in the memory game (for example, there would be 20 images fed in the game), and when the game starts, it randomly uses a few of these images (only 5 or 6, there would only be 10 or 12 hidden images) so that when the memory game is played many times, it wouldn't be the same images over and over again
Thanks Angelo for your reply,
But in the working example, the script is as follows:
$("#counterValueLabel").html(obj6262_counterValue);
Can you please explain what is countervaluelabel?
also, I tried your line, and it worked, but the font and size of the counter value got reduced to the original default size and font
How can I make a counter like the one in the example project where the counter value stays written with the same font?