not registering multiple collisions from same tag

mu-kowAPPSmu-kowAPPS Member Posts: 233
edited November -1 in Working with GS (Mac)
I have been going through and recycling everything i can.

My game runs WAY smoother now.

thats not the problem though,

i have 10 bullets that the main actor cycles through.

when they hit an enemy, they change image to the explosion and interpolate size/alpha in place.

i put all ten of my bullets in a tag and added a rule to my enemy that when it overlaps or collides with that tag it will change self.health to self.health-1

well the problem is that if the second bullet hits the actor while the first bullet is still in place (exploding) it does not register the hit as colliding.

anyone have a similar experience? THANKS!

Comments

  • UtopianGamesUtopianGames Member Posts: 5,692
    The only thing i can think of is slowing the bullets down or interpolating faster so that's its near impossible to hit twice.

    Or...what about if self.explosion is true (make another self.boolean when its hit) and overlaps or collides with enemy start the explosion animation again and treat it like a double kill.

    Darren.

    image
  • mu-kowAPPSmu-kowAPPS Member Posts: 233
    Well, I just decided to have enemies register hits from each individual actor.

    A bit time consuming.

    I really wish spawning/destroying didn't hamper performance so much. Hat would make things so much easier in SO MANY ways!

    Thanks!
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