1 decade ago by coreysnyder
Here's a photos to show you what I'm working with: http://imgur.com/7RuSt
Now You can see I have a friendly units that I don't want running into each other:
* cannon
* a base (house)
* snowballs
Then I have enemy units which come from the right of the screen.
Now I want the weapons fired from the cannon to:
* Not run into the top of the house
* Not run into the cannon & cause screwy flight paths
* DO run into the enemies and trigger a collision
I want the enemies to:
* Do collide with my house & trigger a collision in the check method
* Do get hit my snowballs
I feel like I've tried every combination of:
type: ig.Entity.TYPE.B,
checkAgainst: ig.Entity.TYPE.A,
collides: ig.Entity.COLLIDES.PASSIVE,
The only problem I'm running into now is that my snowballs when fired downward, will roll across the top of the house. When I set the house to collides.NEVER then the enemies run right past the house instead of stopping to say hello!
Any advice would be greatly appreciated.
Thanks,
Corey
Now You can see I have a friendly units that I don't want running into each other:
* cannon
* a base (house)
* snowballs
Then I have enemy units which come from the right of the screen.
Now I want the weapons fired from the cannon to:
* Not run into the top of the house
* Not run into the cannon & cause screwy flight paths
* DO run into the enemies and trigger a collision
I want the enemies to:
* Do collide with my house & trigger a collision in the check method
* Do get hit my snowballs
I feel like I've tried every combination of:
type: ig.Entity.TYPE.B,
checkAgainst: ig.Entity.TYPE.A,
collides: ig.Entity.COLLIDES.PASSIVE,
The only problem I'm running into now is that my snowballs when fired downward, will roll across the top of the house. When I set the house to collides.NEVER then the enemies run right past the house instead of stopping to say hello!
Any advice would be greatly appreciated.
Thanks,
Corey