[Post-r90] Bullet Behavior "Set Angle" broken

Bugs will be moved here once resolved.

Post » Mon Jun 11, 2012 8:38 pm

Whoa, whoa, back up, Ash, I think you accidentally misinterpreted what I actually want, because, well, the bug fix you've made is exactly what I want.

[quote]What you want is for the rotate behavior to set the angle of motion, but not the object angle. [/quote]
Actually, the opposite is what I want - for the rotate behaviour to only affect the object angle, not the angle of motion.

[quote]What really is the bug report is setting the object angle shouldn't affect the angle of motion when bullet's 'Set angle' is set to 'No'. In this case the object angle and angle of motion should work independently. Previously, if you ever set the object angle, C2 would also update the angle of motion. This has been fixed for the next build so setting the bullet's angle only affects the object angle and not the angle of motion. However, the result is still not what you wanted: the object moves continually to the right, since the angle of motion is always 0, while the object appears to rotate.[/quote]
You're mistaken, actually. I WANT the object to keep moving to the right (or up, or down, or wherever) in a straight line. (And then flip around and come back like a boomerang, but that's a different story.)

[quote]There is also one exception: the angle of motion is still set to the object angle on the first tick of the behavior. This is to preserve compatibility with existing projects like Space Blaster, where many objects are spawned then 'set angle' used to modify the bullet angle. The bullets would fly off at the wrong angle unless they initially take the object angle as their first angle of motion.[/quote]
Eh, not a problem, I usually define the angle of projectiles on creation anyway.

[quote]Hopefully that's clear... however, even with the fix, you'll still need to use a second hidden object or manually set the angle of motion with events to get the effect you want.[/quote]
Also not an issue, since I plan to do the latter anyway.Candescence2012-06-11 20:40:17
B
94
S
37
G
11
Posts: 404
Reputation: 11,275

Post » Mon Jun 11, 2012 8:42 pm

Oops, sorry for misunderstanding what you wanted. Anyway, I've made some tweaks for the next build, hopefully that will solve the problem.
Scirra Founder
B
359
S
214
G
72
Posts: 22,952
Reputation: 178,580

Post » Mon Jun 11, 2012 8:43 pm

Ah, it's alright, it worked out in the end anyway. Thanks, mate!
B
94
S
37
G
11
Posts: 404
Reputation: 11,275

Previous

Return to Closed bugs

Who is online

Users browsing this forum: No registered users and 7 guests