Drag and drop bug?
MarkOnTheIron
Member Posts: 1,447
I was working with firemaplegames Snap to grid example when I got to a point where i get strange behaviors: if my actors are set to movable everything works fine, but if the actor is set to non movable when I release it in a point it continue to follow the mouse pointer even if it isn't pressed (the same behavior happen on the iDevice).
Anyone experienced this?
Anyone experienced this?
Comments
When Attribute "DoNotMove" = 0
Change Attribute "self.Physics.Movable" = false)
Are you planning on correcting this or it won't change?
For now, you just have to wrap it in a Rule and keep a global attribute like you said.
When game.unableToMove is FALSE
Pick me up...
Setting the Density to 0 does the same thing as Movable = false, but alas, it too cannot be changed at runtime.
In that case I would try an invisible, unmovable actor that handles the collision. and another other one for would be there just for looks. the second one would be constrained to the position of the first.
I did this in one of my test games and it worked great:
I had an invisible block that handled collisions and was what the player actually controlled, and I constrained an animated sprite to its position. (I needed the animations to be larger than the collision area.)
I will try as soon as I can (when I finish changing my more than 300 instances position and orientation for my other game to fit portrait mode)