Hi Nils,
For number 1, the size of the image is used to automatically create a
'quick bounds' that is used for coarse collision detection. This is
calculated as an axis-aligned square of the minimal enclosing circle
of the image. So yes, if you bounds is larger than the image area,
or fall way outside of it, it will not be checked. It is not a bug
but a design decision. In order to tweak this value, you can do the
following:
Whenever you move a sprite or update it's rotation or position, call:
SuperSpriteSurface.Update
immediately after calling this function you can set the value of:
SuperSpriteSurface.z_absoluteCullRadius = x
x being whatever you required the minimal bounding radius to be.
Note: this property is an internal one. Unless directed to do so, you
should not mess around with these methods and functions. In this case
however, I'm explaining proper usage. This workaround should not be
necessary in the next release of SSS -- I have been considering a
public way of altering the the 'quick bounds' radius.
Again this value is used for pre-collision checking to quickly
eliminate unnecessary, and sometimes expensive, collision checks.
For number 2, could you provide a sample project? Does the child
sprite in question have it's own collision bounds? Has the group name
of this bounds been 'registered' with the SuperSpriteSurface?
Thanks,
John
On Aug 26, 2005, at 7:11 AM, Nils Raschke wrote:
Hi all,
I'm experiencing some problems with SuperSpriteSurface an its
collision-detection.
1) If a bound is very large and the image of a supersprite is very
small collisions are only detected in a much smaller area inside
the bound.
2) If I append a supersprite to a superspritegroup only the
superspritegroup has collision detection, the appended supersprite
is not detected...
I want to know if these are known problems or if there are any
workarounds.
Greetings,
Nils
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