Only collide after certain point on screen?
Hey all,
Again in my update switching to recycling instead of spawning I've hit a snag that I'm having trouble with. When you tap an actor and it changes its XY position to its original (except X is random) it sometimes knocks out the other actors waiting to come into the game when their conditions are met.
What would solve this is if I could set up a rule where any actor with tag (balls to bounce off) only is valid up to and below 350 pixels up on the screen (my game is in landscape)
Thanks
Again in my update switching to recycling instead of spawning I've hit a snag that I'm having trouble with. When you tap an actor and it changes its XY position to its original (except X is random) it sometimes knocks out the other actors waiting to come into the game when their conditions are met.
What would solve this is if I could set up a rule where any actor with tag (balls to bounce off) only is valid up to and below 350 pixels up on the screen (my game is in landscape)
Thanks
Comments
Another question in you dont mind...
On conditional actors...i have them move into the play field say every random 2-6 seconds. This was fine when I was respawning them....but now once I hit them they move back into the XY position I need it to but they just keep coming back down. Once they are hit....I only want them to come back down every random 2-6 seconds again. I tried changing their velocity to 0 for 1 second once they are hit...and that works...but if i put it to 2-6 random seconds it wont. The motion still just carries over.
I hope this all really helps my optimization lol its difficult to pull this off when I developed the whole game vice versa
timer->change back
While global attribute has not changed
your random 2-6seconds rule
What I did do that worked (Just for futures sake to help others) I set up a self attribute called touch. When touch is = 0, then every 2-6 seconds, change velocity to whatever.
When the player hits the actor: change self.attribute.touch. to 1.
change self.attribute.linear velocity x & y to 0.
change self.touches back to 0
That way, the process starts all over again.