I am making an app, and when the sprite hits the bottom edge of canvas a timer will start(10 seconds) and the sprite will start moving much faster(intervals of 25) Both components work, but the issue is that the timer starts moving way faster and is affected by the 25 interval. How do I make it so they don't affect each other.
I realized I put negative 1 instead of just 1 for the global timer, but it continues to go down forever :d
What does that mean? The CollectorSprite.Interval will always be 25 based on the code you shared. Interval is the interval in milliseconds at which the ImageSprite ’s position is updated. For example, if the Interval is 50 and the Speed is 10, then the ImageSprite will move 10 pixels every 50 milliseconds.
Without knowing what your global Timer does elsewhere in you Project, who knows. Somewhere you might be relating the Timer to the CollectorSprite.Interval.
Have you done the tutorial Creating Animated Apps . Possibly a way to do what you really want to do is described there?
Look in the Sensors Drawer for a Clock component, and set that up to decrement your Timer variable once a second in its Timer event. Start with the Clock disabled, and enable it in your edgereached event.