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Thread: Built in collision detection

  1. #31
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    Nice!
    Why didnt i ever try that i wonder?

    Well, you wouldnt nessesarily have to create a bunch of collision masks, you could just have 1 Collision Mask Object containing all the collision masks, possition it to the B objects and change Animation Frame as needed throughout the Event Editor.
    But then again, the animation frame might lag...
    I wonder if the Scale also lags...

    It solves the Ninja problem
    ... Ill want to check how this impacts performance...

    Nice Crusher, thanks for the solution!

  2. #32
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    Quote Originally Posted by King_Cool View Post

    Nice!
    Why didnt i ever try that i wonder?

    Well, you wouldnt nessesarily have to create a bunch of collision masks, you could just have 1 Collision Mask Object containing all the collision masks, possition it to the B objects and change Animation Frame as needed throughout the Event Editor.
    But then again, the animation frame might lag...
    I wonder if the Scale also lags...

    It solves the Ninja problem
    ... Ill want to check how this impacts performance...

    Nice Crusher, thanks for the solution!
    Thanks! But I don't think that will work King_Cool. The idea is to create a new instance of the collision mask at the new position of a moving object and destroy the old collision mask. By moving the collision mask object it too will be plagued by the 'collision lag'.

  3. #33
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    That's actually genius, and with a bit of tweaking has helped me solve a problem I've been having for a couple of days now. Thanks very much

    One thing to note though - when you create a new object, the position where it's created is the one used for collision tests for the duration of that first frame. I haven't tested it, but presumably that means it's also using the default "stopped" animation, direction "0", frame "0", etc, which may be an issue in some cases.

    It also means that things are still complicated when checking for mouse pointer overlaps (as I said previously, the "check for mouse pointer over..." condition always uses outdated positions).

    For example:

    + Always
    -> Create Dummy_mouse at 0,0
    -> Dummy_mouse: Set X position to XMouse
    -> Dummy_mouse: Set Y position to YMouse

    + Object overlaps Dummy_mouse
    -> Do something...

    This will not work, because the collision test will use the position where Dummy_mouse was created, not where it was then immediately moved to.

    So, it looks like you need not one but two detectors!

    + Always
    -> Another_dummy: Set X position to XMouse
    -> Another_dummy: Set Y position to YMouse
    -> Create Dummy_mouse at 0,0 from Another_dummy

    + Object overlaps Dummy_mouse
    -> Do something...

  4. #34
    Clicker Fusion 2.5iOS Export Module
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    Glad I could be of help!

    You are absolutely right regarding the the initial direction, animation and frame of the created object. The way I did it was to have several different sized detectors which all shared the same qualifier. Then depending on the size of parent object I picked the most appropriately sized detector.

    Ah that's a nifty solution to the mouse problem! Very nice.

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