concerning going through the back of the paddle (ie one way ) you could look at checking the angle the ball is travelling at and only bouncing it if it is the correct direction ? does that make sense ?
set bullet speed to ball.bullet.speed - (100*ball.bullet.speed >400)
where, in this case, 400 is the slowest speed you want.
yeap - I would (if using your method) reduce the collision boxes slightly to allow for a small border - reducing the chance of the sprites touching.
I think that them even touching will cause this to fail ?
the overlap offset is an offset not a new position so make your offset (0,-32) not (sprite.x,sprite.y-32)
it might work better if you reduce your collision boxes slightly or maybe make the offset slightly smaller to stop any touch ? (I will go and test this theory...)
edit to add picture
<img src="https://dl.dropboxusercontent.com/u/143636437/images/Ashampoo_Snap_2013.12.26_21h35m04s_001.png" border="0" />
ok change it back to just 1.
add a sub event under your on timer sprite.timername
and check each sprite that has fired its timer
sprite - on timer sprite.timername
(sub event)
for each sprite - send info to console
( log in console : etc)
Develop games in your browser. Powerful, performant & highly capable.
try changing the start timer to 3 different values
(eg
start timer sprite.TimerName (random(5)) (once)
)
and see if you get an output more like you are expecting ?
<img src="smileys/smiley20.gif" border="0" align="middle" />
I do like this kind of thing.
Many thanks for this plugin.
maybe a little 3d ish ?
Thank you.
just another logical step I guess...
https://dl.dropboxusercontent.com/u/143636437/shadow%20test%204/index.html
and again
here is another test .
https://dl.dropboxusercontent.com/u/143636437/shadow%20test%203/index.html
and the capx
capx
would something like http://www.scirra.com/forum/another-waste-of-time_topic83212.html be better ?
Member since 2 Feb, 2013