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Scaled down sprites do not reliably return true for "Touching" logic even when overlapping (was: Touching<sprite> block is not detecting collisions involving clones) #1383
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If you change in PlayerBullet "Set size to 100%", it works. |
introlinux, are you saying that when size is 100% it sometimes works but not always? Has anyone dug into the root cause on why the algorithm that determines sprite collision is missing this case? |
@bjr1822 , in my browser, when PlayerBullet size is 100% it always works. |
Can we agree this is a legit bug? It should work reliably at all scale factors, correct? -----Original Message----- @bjr1822 , in my browser, when PlayerBullet size is 100% it always works. |
Yes. El 24 ago. 2016 18:24, "bjr1822" notifications@github.com escribió:
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Pinging this again. The issue in this bug was that the scale of the sprite seems to affect the efficacy of collision detection. I know the title is misleading now that additional investigation has been done. Has the issue of "touching" working poorly with scaled sprites been resolved? |
I am trying to use collision detection involving clones in a Space Invader project, the bullets and the aliens are clones. I have logic that should detect player bullet clones colliding with alien clones (so clone touching clone logic) and alien bullets colliding with player (which is clone touching original sprite logic), and neither piece of logic is returning true when testing for collision.
Example repro project is attached
bjr1822_TouchingCloneBugRepro.xml.txt
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