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Thread: What would make overlap events stop working?

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    What would make overlap events stop working?

    I'm working on a card game and I'm using detector objects to determine which cards are in the bottom row. The code looks something like this:

    +Player clicks on Active Object (card)
    +[Card is correct Rank/Suit]
    +Active Object overlapping Detector (card in bottom row)
    --PLAY CARD

    This works perfectly until I have roughly 3 to 7 cards left on the screen, then suddenly the event stops firing.

    1. I verified that the Card/Suit stuff is correct.

    2. I made my detector visible and I can SEE it overlapping the card.

    So why does the event stop working? Any thoughts on what might have been causing this problem?

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    Forum Moderator Fusion 2.5 DeveloperHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    Re: What would make overlap events stop working?

    The detail about it working until there are 3-7 cards left makes me think that it's something to do with it happening when all cards of one suit have been removed. Something in your detection of card and suit (or some other event that checks for the detector) might be interfering with the selection of the card object.

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    Re: What would make overlap events stop working?

    Thanks for the reply, David!

    I thought about what you suggest. But when I tried removing the detector objects altogether everything worked fine. (Except players could then click on any card in a column.)

    I tried another approach where I put my detectors at the bottom of the screen and then I had an event like this:

    +If detector NOT overlapping card
    --Move detector up 1 pixel

    (When the detector touched a card I knew it was on the bottom row.)

    That worked fine until I had a few cards left and then the detectors would suddenly stop moving. I could see them sitting on the screen not overlapping *anything* but the event wasn't firing to make them move up the screen.

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    Re: What would make overlap events stop working?

    when your card is in touching the detector turn a Flag or Alt-Value on for that card. that way you can easily see in real time when debugging, if it is actually triggering/releasing as it is suppose to.

    Once you identify when/where it is triggering or not triggering properly, and you can duplicate it, then you can focus in on that part of the code to see more clearly what is causing the behavior. Perhaps it does have to do with a certain suit not in play etc.. flagging and debugging is what i have used in the past to help me debug it real time..

    Also, one more thing that can cause this issue is are all the objects on the same layer in the editor, if they are not, then you can see odd behavior. also make sure all cards are on the same layer as the detectors.. this can cause some odd behavior too when using collisions/overlaps etc. from my experience.

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