Since it's constrained to your touch position, it just follows your touch, as Socks says.
If you want it to wrap around the screen maybe you need a different play mechanic? Since it's constrained to touch, you'd need to drag it back to the other side...
Doodle Jump uses the accelerometer, not touch so it's a different play mechanic.
Yes, that is because it's Constrained to your touch position, that overrides collisions. I think I've seen here in the forum a way to deal with that but honestly I'm not sure what it was. Maybe someone else remembers?
I'm trying to follow this tutorial. mainly the part where he teaches you how to make the paddle have a limit of how far the paddle could go out of the screen, but the resolution is far too low, I can't read what he's typing into the expression editor can someone please help :-S
Comments
When touch is pressed constrain the paddles X and Y location to your touch location.
"touch location" is in the expression editor, Devices » Mouse » Position » X and Y.
If you want it to wrap around the screen maybe you need a different play mechanic? Since it's constrained to touch, you'd need to drag it back to the other side...
Doodle Jump uses the accelerometer, not touch so it's a different play mechanic.
But I also tried to set up walls, by creating a "Collide With Actor - Walls" but the paddle actor went right through the walls
mainly the part where he teaches you how to make the paddle have a limit of how far the paddle could go out of the screen, but the resolution is far too low, I can't read what he's typing into the expression editor
Constrain Attribute: self.Position.X To: min(max(game.Mouse Position.X,30),290)