I'm making a game about defending the circle in the middle with that little shield. The scythe's attack is it will stop and then do a 180 revolution around the center before coming towards the circle. I want the scythe to spin while moving, while also revolving around the center, How would I make this happen.
Just realized I can't share the screenshot but the question still stands
You can make it spin by creating a parent object as a rectangle with a pivot point set to one end. Create another sprite, this will be the scythe. Attach it to the pivoting rectangle and set the scythe's dangling? property to true (or click the circle arrows to make it a straight one). It should look like this:
And once you apply the movements, this will be your final result.
Thanks. I knew it had something to do with parenting. But I don't know much about parents. If you catch my drift.
Actually, the technical term is "anchor". Parents are for clones.
Well, it can also be the parent of any attached parts, so in context I believe it makes sense.
We're getting down in the weeds of terminology here, but "parent" is a technical term, meaning that you created the child by cloning the parent, and that they share properties. (You can control exactly which properties are and aren't shared.) In OOP terminology, the child is a kind of the parent, e.g., the parent is a fruit and the child is a lychee. By contrast, an attached sprite is a part of the anchor sprite, e.g., the parent is a fruit and the child is its skin, or its pit, or something like that. "Kind of" and "part of" are very different relationships.
It's possible for an object to be both a child of and a part of another object, but if so, you're building a recursive data structure, because that child-and-part object will itself have a child-and-part object, which will be a grandchild of the toplevel object. I think it's very rare for that really to be what you want in an actual program.