How would you use the circular and rectangular collision areas?
butterbean
Member Posts: 4,315
What situations would you use the circular versus rectangular collision areas?
For example, could you have an actor collide with a boulder, and roll that boulder once that actor collides with it? (being circular collision?)
Also, with the preserve screen option, say if a player loses all health and you want to return to the initial scene, if you don't check the preserve screen option, that means the game will be reset once the player hits start at the initial scene correct?
For example, could you have an actor collide with a boulder, and roll that boulder once that actor collides with it? (being circular collision?)
Also, with the preserve screen option, say if a player loses all health and you want to return to the initial scene, if you don't check the preserve screen option, that means the game will be reset once the player hits start at the initial scene correct?
Comments
and that example of circular collision is a correct way too. it just means that it will rool instead of be a square.
But there's still no pixel collision, or does it matter if you crop a boulder as close as possible to it's shape, even though cropping it would still make the image "rectangular", then how can you make it roll? Or is there pixel collision now?
i guess you need an actual image of a circle.
So if you had a 100x30 dimension actor, the diameter of the circle for circular collision will be 30, centered in the middle of the actor.
The image won't be changed and it will still look like a box minus any transparent areas, but the collision won't be as the actor if circular collisions is set.
See the new cannon template.