[R77] Physic Bug

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Post » Sat Jan 28, 2012 5:40 pm

so, and that only happens if the sprite is mirrored, ie. if you are walking to the right?

BTW: the boundingboxes are all rectangles...


...but if I am the only one, that expects a different behaviour by a physics engine, so may it be....until now I've allways found a work aroundWeishaupt2012-01-28 17:43:13
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Post » Sat Jan 28, 2012 5:45 pm

Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame.

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Post » Sat Jan 28, 2012 5:47 pm

[QUOTE=Kyatric] Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame.

Report[/QUOTE]

This makes it even more "strange" ....to my mind
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Post » Sat Jan 28, 2012 6:06 pm

[QUOTE=Weishaupt] [QUOTE=Kyatric] Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame.

Report[/QUOTE]

This makes it even more "strange" ....to my mind[/QUOTE]


Dont get the "strange" comment?

Your idle animation is a lot bigger than the walk animation, so when it goes from 'walk' to 'idle' the collision's get messed up.


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Post » Sat Jan 28, 2012 6:07 pm

but this should happen equaly to BOTH sides. But only if you walk to the right, you tumble over?!
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Post » Sat Jan 28, 2012 6:13 pm

Probably down to the fact that your using SCROLL TO behaviour on a sprite with different size frames..using Physics....
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Post » Sat Jan 28, 2012 6:14 pm

what ever...

...its only me, so just ignore!
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Post » Sat Jan 28, 2012 10:46 pm

[QUOTE=Weishaupt] what ever...

...its only me, so just ignore![/QUOTE]


You might have a valid issue here, I didn't know about the issue with regards the collision polygons?

Kyatric @
"Apparently there's an issue with using different animations frames with the physic object. For now it only uses the collision polygon of the first animation frame"

chrisbrobs2012-01-28 22:47:10
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Post » Mon Jan 30, 2012 9:42 pm

Kyatric's original reply explains this issue perfectly. Physics engines do not support "set position" or "set angle". If you do this instead of using the forces and impulses like the Physics Basics tutorial recommends, you force Construct 2 to teleport the object in the physics world, because the physics engine does not support what you just did. So each 'Set Y' to move it 2 pixels up is just teleporting the object in to the other object repeatedly, and the physics engine manages to play along for a bit then loses the plot because it's not designed to be used like that. We cannot fix this, it is a fundamental limitation in physics engines. Instead as the tutorial says you have to make the same movement by forces, torque and impulses, which works properly in the "physics world".

Closing as won't fix. I will separately investigate the animation frames issue reported by Kyatric.Ashley2012-01-30 21:44:01
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