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Thread: Destroying an object that crashes with the wall

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    Destroying an object that crashes with the wall

    For some reason, one of my events have stopped working. I have a turtle shell that are supposed to be destroyed when it hits a wall, but it just rushes right through. I use the group Obstacles for both floors and walls, so it gets a little tricky here. Here are my event:

    On ForEach loop: "Shell" for object Shell
    + Shell is overlapping Group.Obstacles
    + Y Position of "Shell" is greater than Y Position of Group.Obstacles

    - Destroy Shell

    I also have an Always event to start the Shell loop. Something that made it even more odd is that I removed "Y Position of "Shell" is greater than Y Position of Group.Obstacles" from the events, and it still just rushed right through the wall like nothing. Why?? This doesnt make sense to anything...

    Ok for some reason, this last part works as it should now. The shell is destroyed instantly it hits the ground. But what should I add to destroy it when it hits a wall? The hot spot of the shell is in the middle of the shell and the size of the shell is like 40x40. The walls are minimum 50x50 and their hot spot is in the standard upper left corner.

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    Re: Destroying an object that crashes with the wall

    Your question is pretty broad and there are a lot of possible solutions... it might be better to explain exactly what is happening in the game (and what you want to happen). Are the shells moving in one particular direction? Why are you using a for loop for a simple collision detection? Are you using a for loop for the shell movement?

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    Re: Destroying an object that crashes with the wall

    The reason Im using a ForEach loop for this event is that it sometimes comes more than just one shell, and I need MMF to keep track of each individually, and not count the events like a bunch to all shells. The shells have the very same movement as the ones in Super Mario except they do not bounce with the wall, but they break. Its moving <--- or ---> using an Alterable Value as the direction (0 is left and 1 is right). When the A.V. is 0, it moves X("Shell")-10, and X("Shell")+10 the other way. The gravity works like "Shell is NOT overlapping Group.Obstacles" = "Set Y Position to Y("Shell")+5. Because the shell always will end up overlapping the Obstacle Group, I had the clever idea to make "Y Position of "Shell" is greater than Y Position of Group.Obstacles", but it does not seem to work

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    Re: Destroying an object that crashes with the wall

    Maybe fastloop 10 times and move each shell left or right on the fastloop? So, ForEach Loop for each shell, on each ForEach loop, fastloop the movement on the shell moving it one pixel at a time. I just hope it will not be too slow.
    Working as fast as I can on Fusion 3

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    Re: Destroying an object that crashes with the wall

    Will this help destroy the shell when it hits the wall?? My problem is not that the shell arent moving, but the fact that it completely ignores the wall when it hits it.

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    Re: Destroying an object that crashes with the wall

    You can detect exactly when and where the shell hits the wall. Is this different from helping with destroying it when it hits the wall?
    Working as fast as I can on Fusion 3

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    Re: Destroying an object that crashes with the wall

    Im gonna check into it.. Thanks

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