Whoa! Massive collision/size change issue!
DrGlickert
Member Posts: 1,135
So, something is not right. Like, at all.
I have a game that's nearly complete. I'm having some issues with the Power Ups. I have a bubble shooter game. I have a PickUp that shrinks the ball size.
The way I have it set up is this;
(The pick up flys in from the top of the screen), if it collides with the player it changes a game.attribute to the number 1. Then in the balls that I shoot I have a rule that if the game.attribute is 1 to then constrain attribute to self.size.width and self.size.height to the value that I'd like.
Then, I have a timer that after a few seconds it changes the game.attribute back to 0 which turns the balls back to their original size.
Now, here's my problem. When the balls change size to the small size the collisions are all jacked up. The ball that I shoot no longer destroys the objects, in fact, it's very erratic. Sometimes it destroys them, and sometimes it doesn't.
I didn't even mess with the collisions, just the size. So why are my collisions not registering?!
I have a game that's nearly complete. I'm having some issues with the Power Ups. I have a bubble shooter game. I have a PickUp that shrinks the ball size.
The way I have it set up is this;
(The pick up flys in from the top of the screen), if it collides with the player it changes a game.attribute to the number 1. Then in the balls that I shoot I have a rule that if the game.attribute is 1 to then constrain attribute to self.size.width and self.size.height to the value that I'd like.
Then, I have a timer that after a few seconds it changes the game.attribute back to 0 which turns the balls back to their original size.
Now, here's my problem. When the balls change size to the small size the collisions are all jacked up. The ball that I shoot no longer destroys the objects, in fact, it's very erratic. Sometimes it destroys them, and sometimes it doesn't.
I didn't even mess with the collisions, just the size. So why are my collisions not registering?!
Comments
However, Interpolate did work at 0.1 seconds. Thanks Chaser!