1 decade ago by Nanolucas
Hello,
I'm attempting to have two overlapping entities:
1 Wall
1 Sliding Door
I have the sliding door partly behind the wall and my goal is to have a trigger to slide the door completely behind the wall to allow the player to pass through. The overlapping is achieved with zIndex.
The issue is that if I have both of these entities fixed, one will move the other one (they are placed with weltmeister) on game load.
They are set up as:
and my player is set up as:
How can I have the entities collide against the player but not each other?
I'm attempting to have two overlapping entities:
1 Wall
1 Sliding Door
I have the sliding door partly behind the wall and my goal is to have a trigger to slide the door completely behind the wall to allow the player to pass through. The overlapping is achieved with zIndex.
The issue is that if I have both of these entities fixed, one will move the other one (they are placed with weltmeister) on game load.
They are set up as:
type: ig.Entity.TYPE.B, checkAgainst: ig.Entity.TYPE.A, collides: ig.Entity.COLLIDES.FIXED,
and my player is set up as:
collides: ig.Entity.COLLIDES.ACTIVE, type: ig.Entity.TYPE.A, checkAgainst: ig.Entity.TYPE.BOTH,
How can I have the entities collide against the player but not each other?