Here is yet another conundrum I've got on my hands:
When I had solved the last major problem (the death animation one), I thought I was on easy street. That is, until I noticed a major bug in my programming: if one block was against a wall (and thus, its momentum was set to zero), it would treat all blocks as if they were against the wall on that same side, and thus, it would be impossible to push anything anywhere.
I had originally thought this might be due to the fact that I had used spawn boxes for the blocks as opposed to just having separate instances of the blocks. So I did just that: I got rid of the spawn boxes and the events surrounding them, and just filled the layout with individual boxes. However, it seemed that that solved nothing.
I then realized that I had made a mistake in my original programming: if a block was against the wall, I'd set its speed to 0, when that was entirely unnecessary. I toggled off those outcomes, and things ran smoother.
However, if a block is still against the wall, it still adversely affects all the other blocks on the layout.
Here is the .CAP if anyone wants to take a look.
Here are my events as I have them now:
<img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/BlockProblem1.jpg">
<img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/BlockProblem2.jpg">
When one block is against the wall, all other blocks move jerky and oddly, and I am not sure what is causing it. Well, I should clarify: I have a feeling that I have over-specific conditions for the event of a block against the wall, and this is causing a general muck-up on the .CAP's part.
When I run the debug, it shows about 8 or so more instances of block than what is actually there on the layout. Weird. I have a feeling this may have something to do with it as well.
Thanks for any insight.