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Thread: Why are all objects stopping?

  1. #1
    Clicker Multimedia Fusion 2

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    Why are all objects stopping?

    So...I'm still trying to learn all this and have a likely simple question. I took this example and utilized what it's doing to make a falling block. I got the block to fall but can't seem to get them to stop when they hit the ground. I've got it to where they ALL stop but of course I only want the one that hit the ground to stop. Why are they all stopping and what can I do to fix it?
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    They all stop because you are telling them to stop on line 77 and 79, on line 77 you set flag6 for all platforms that are falling(even to those that are not overlapping anything) and on line 79 all of them get their Y fixed and then they stop. What is important to remember is that "loop" starts with fresh selection, they don't inherit selection from the event that started them.
    Also I think you would be better of fixing the Y position one by one and poping them up, instead of down. Kinda like: pick one overlapping platform->ypos-1->repeat until it does not overlap->repeat for all that are overlapping

  3. #3
    Clicker Multimedia Fusion 2

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    Then..how...??!?!?!

    I see what you're saying. The issue's definitely that I expect that block that's just finished popping to be inherited down into my stopping code. However, I think that I'm duplicating what's already being done on the pink ones in the example, per lines 16-21. How does the original author's pink blocks not all stop when these lines are executed while mine stops them all?!?!???

    I'm stumped.

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    Original author is re-selecting those that overlap and with yvelocity>0 on lines 17-18, modded version reselect everything with yvelocity>0. Here is fixed version. Its working quite nicely and it's also clever solution from the original author, I wouldn't think of that.
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  5. #5
    Clicker Multimedia Fusion 2

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    Solved

    Alright that does it. I see it now. Let me see if I've got this right: Previously, I was telling ALL falling bricks to stop moving. Now, I'm technically not referencing a specific one, I'm just narrowing it down to those that are overlapping in a way that should get stopped momentarily?

    Thanks a lot for the help Logan. In both this and the other thread. I feel this a much more elegant solution and it paves the way for the rest of the game! I'm sure I'll be back...


    Also uploading one last version of it with a small tweak for any others wanting to learn from it.

    One small change to fix being a pixel off when it finishes falling.
    Line 80: yPos( "ActiveBackdrop" )+1 to yPos( "ActiveBackdrop" )

    Blocks will go through other blocks currently, as can be seen when running this file and watching for a few.
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