Changing size and collision work arounds?
Hey, I've got a bomb actor where the explosion is an actor that gets larger. I'd like characters that get touched by that explosion to be destroyed. I'm using interpolate to make it larger, but I know collision doesn't work until the bomb reaches it's desired size. What are some workarounds people have been using for this?
I was thinking I might spawn a number of invisible actors that explode outward from the bomb's center, then use that to collide with the other actors, but it seems like there should be an easier way.
On a related note, is there a way to make an actor recognize when another actor has been spawned on top of it? So like if the bomb's explosion was spawned on top of an actor, that actor would be destroyed? I've noticed gamesalad only seems to recognize collisions when they don't start off their existence as already colliding. I guess that's kind of the crux of the whole problem.
Comments
Just use magnitude and you can then use it to determine the strength of the blast based on how close it is to the centre of the explosion.
I've never actually understood the magnitude function. Does it work similar to vectortoangle? So it would be putting something inside of the actor that's supposed to be destroyed?
If self.position.x = magnitude(self.position.x-bomb.position.x, self.position.y-bomb.position.y) ?
I'll start looking up some information on magnitude.
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Here is one method, press the orange actor to make it expand (file attached):
That is a very interesting technique.
Well cool guys, this is helpful. I'll try to figure something out. It seems like magnitude option might work best for what's going on in my game.
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