Problem with merging objects while dragging

networnetwor Member Posts: 89
edited November -1 in Working with GS (Mac)
Hi, here is video with my problem:



If i put these two block too close, their merge to "one block". How can I fix this?
Thanks.

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi networ, if you drag stuff, the collide/overlap Rules don't work unfortunately.

    There is a workaround, I'll see if I can find it.
  • networnetwor Member Posts: 89
    I know, how to get collide working.. I don't want to collide... I need only do that you can put them on selves, put you can drag again only one of these blocks..not both together :)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    I see, I misunderstood (again ;-) Presumably you're using something like a boolean attribute called self.DragandDrop? I guess you might be, if it's based on the GS template.

    so in one only of the squares, square1 say, put
    When actor collides/overlaps with square2
    Change att. self.DragandDrop to false

    This way you'll be able to "freeze" one of the square.

    BUT....

    Still this problem of when the squares are no longer overlapping, to then change DragAndDrop back to true. The only way I can think is using when x and y coordinates is < and >, avoiding the squares dimensions, then change DragAndDrop back to true.

    In my test, I couldn't even get the above to work, but I think it should be able to though. Maybe DragAndDrop needs to be a scene attribute in this instance, and maybe each square needs its own DragAndDrop still, so DandD1, DandD2, etc.

    You can experiment with the above, I'm sure; hope I've pointed you in the right direction.

    :-)
  • networnetwor Member Posts: 89
    Yes, thanks. That may work but I need to create about 18 "blocks" so it will be hard :D

    EDIT: I trying it now, and it "freeze" block when collide, but if you drag fast you can drag 2 block on themselves and there is same problem... They merge together :/
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