+ On collision between Ship and Red Square
-> Ship: set XMov to Ship('XMov') * -1
-> Ship: set YMov to Ship('YMov') * -1
The only problem with that, while it's the closest thing I can code for a custom engine bounce, it doesn't actually allow for realistic rebounds, it will ALWAYS rebound in the exact opposite direction at which you came at the obstacle.
It's good enough for some things, but I would REALLY love a way to code in real bounces similar to the bounce object
I want to put time manipulation stuff in my game, and either this bounce thing getting solved or scaling physics values to pixels per second will make what i need to do possible
Just to clarify, say in my super speed demo i posted ages ago, you slow down time say, a thousand times slower, that would mean you have to make the player object move 1000 times faster to make it look as though the player's speed isn't affected. In a custom engine I can do this no sweat, but the player doesn't bounce properly, but if i'm using the physics object, the player bounces perfectly fine, but when i use the code to make the player speed up the same ratio that time has slowed down, he doesn't go the right speed at all
it's like:
Custom engine: speed = 200, times that by 1000, new speed would be 200000 pixels per second
Physics engine: speed = 200, times by 1000, physics value still listed as 200000 but travels at what appears to be a lot slower than what it should be. The value of the velocity has no doubt been multiplied by 1000, but it's like the velocity in physics uses a different ratio or something. Almost as if 400 velocity is NOT twice as fast as 200, if you get my drift. Correct me if i'm wrong
sorry bout the wall