Hello,
I would like to ask if this is common and right or a bug:
I'm checking a family overlapping an object:
- Family Bullets is overlapping Player: Destroy bullet;
and it's destroying all the bullets on the screen.
But I supposed to check a family and destroy the object would give me the able to check any type of bullet and only destroy that I told him.
So, going ahead with this mentality, I can make bullets that can pass through the player and others being destroyed on contact.
But by the other side, I could check the family and make to destroy the family, but that check didn't encapsulated the event only for the specific object meeting the conditions?
When you use families for collision check to destroy a general bullet then its going to assume if any sprite object in your "family" collides with player, then only the general bullet is destroyed. If your general bullet is in the family as well then it would be destroyed too.
Its gonna depend moreso on what your wanting to achieve. You could normally check for the instance of an object, if that same particular object is placed on the screen more then once, maybe then you would check the instances of the object and destroy the one you want to destroy. Now if you have all the general bullets in the family and you want them all to be destroyed, then family would be the easiest way since there basically grouped together as one sprite type.
But if there's a specific bullet you want to be destroyed, and you want the others to be in the screen, then go for the instance check instead because then you could target which bullets be destroyed, and which bullets be on screen.
I'm still a bit fuzzy on what I had just read