drag around the arrow or redraw sprite 1 if you like, then click the flag methods: type 0: a sprite that is just a circle goes to the arrow and sets its size to 1. It increments its size until it is touching sprite1. Then it switches to a costume that is a single point on the circumference of said circle, and rotates until it touches Sprite1 again. Using its own direction it calculates the correct direction for the arrow. type 1: It finds the arrow's position in the matrix of 1's and 0's that represents Sprite1, and finds the distance from the arrow to each 1 in the matrix. Once the closest point is found, trigonometry is used to find the correct direction for the arrow. goal: get the arrow to point towards the closest possible point, in less than 0.03 seconds results: type 0, the sprite, is faster, but gets unsatisfactorily slow when far from sprite1. type 1, the matrix, is just as accurate but far, far slower. It gets even slower when the arrow is near the bottom.
might as well share this