[QUOTE=tulamide] I see.
I never worked pixel based, because I prefer time based, but couldn't you just make your own push out routine?
If the player sprite overlaps the left side of the ellipse, then repeat sending the player sprite to .X - 1 until it doesn't overlap anymore.[/QUOTE]
That's a good idea. But then again, how are You able to state when it doesn't overlap anymore, when You don't know where the pixel border is?EDIT:
Okay, I just got it!
We just need to use a While Loop! While Player Overlaps, substract .X -= 1. Thank You!! I should think time based more often.
That means While
loops inside the same Tick, until it falsifies? 2nd EDIT:
Wait, this is weird. I guess I was happy a little too soon?
In theory, if While
worked that way, and I am also thinking it should (from what I read now), it would be perfect and very useful. But I just made a simple test, checking the Overlap between two objects with the While condition.
I used the Overlap condition check from the Player Object, and set .X back -1, while it is overlapping.
However in reality the Player was set back -1 every Tick now, as long as it was overlapping. Not -1 in one Tick until it wouldn't overlap anymore. So You could watch as it was pushed back out in slow motion.
Then I tried the System Objects Overlapping(Advanced) condition and basically did the same as above. But this time it worked exactly as it should, it would be pushed back instantanously the next Tick.
Why? Please don't tell me it's another bug, lol.Shindoh2012-01-15 14:05:50