Perhaps this is the best solution if someone could tell me how to set the bullet parameters so they don't intervene. I tried adding bullet along with physics to golf ball just to get that bounce off solids ability, but I don't know how to assign the other bullet parameters so they don't affect the physics of the golf shot. Perhaps that's wrong thinking? I know I could group the sprites I want to have physics in a family, but is that really less processor intensive? They, essentially, all still have the physics behavior but just in the convenience of a group, yes? ![]() that I may, or may not, want the ball to bounce off of, and the thought of adding physics behavior to those sprites seems like a recipe for a boggy game. Now, there are other objects, platforms, enemies etc. Research showed physics can bounce off other physics, so I gave the tilemap that behavior and it was acting fine. ![]() So, I tried adding solid to tilemap, but realized that is for bullets bouncing off, not physics sprites. When hit, the golf ball goes right through the tiled platform, though. The player has platform behavior and the golf ball has physics behavior. I'm working on a golf game and getting concerned with my inability to streamline the behaviors and events involved.
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