Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Search
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse
hyperPad

hyperPad Forum

  1. Home
  2. Comments & Feedback
  3. Get Collisions

Get Collisions

Scheduled Pinned Locked Moved Comments & Feedback
6 Posts 3 Posters 1.3k Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • TutorialDoctorT Offline
    TutorialDoctorT Offline
    TutorialDoctor
    wrote on last edited by TutorialDoctor
    #1

    One thing I noticed is that we don't have the ability to get collisions or colliding bodies. It'd be nice if we could get the attributes of an object upon collision or any other type of interaction.

    Is box "A" colliding with the ground? With an enemy? I know we have tags but not many behaviors with tags currently.

    Edit: I was able to simulate it below.
    0_1487548464377_IMG_1863.PNG

    1 Reply Last reply
    0
    • MurtazaM Offline
      MurtazaM Offline
      Murtaza
      Admin
      wrote on last edited by
      #2

      Why wouldn't tags work here? I'm not sure what you mean by many behaviours don't have tags.
      Any behaviour that can affect an object, should be able to be substituted with a tag.

      If you want to check against multiple collision types, why not have multiple collided behaviours?
      One "Collided" for enemy, one collided for ground, etc.

      1 Reply Last reply
      0
      • DGames135D Offline
        DGames135D Offline
        DGames135
        wrote on last edited by
        #3

        If you're trying to make something like when the player colides with the ground something happenes but if it stops colliding it deacivates I know that if you stop colidind with even one of the ground tiles it deactivates. The thing to solve that could be use a empty object with the tag and strect it along the ground tiles. If this isn't the answer then I'm soryy for wasting your time.

        1 Reply Last reply
        0
        • TutorialDoctorT Offline
          TutorialDoctorT Offline
          TutorialDoctor
          wrote on last edited by
          #4

          I was looking to check variable collisions. I was able to get the effect I wanted though, using tags and attributes. Any object that my object is aware of should have a unique attribute.

          DGames135D 1 Reply Last reply
          0
          • TutorialDoctorT TutorialDoctor

            I was looking to check variable collisions. I was able to get the effect I wanted though, using tags and attributes. Any object that my object is aware of should have a unique attribute.

            DGames135D Offline
            DGames135D Offline
            DGames135
            wrote on last edited by
            #5

            @TutorialDoctor i still don't get atributes:/

            TutorialDoctorT 1 Reply Last reply
            0
            • DGames135D DGames135

              @TutorialDoctor i still don't get atributes:/

              TutorialDoctorT Offline
              TutorialDoctorT Offline
              TutorialDoctor
              wrote on last edited by TutorialDoctor
              #6

              @DGames135 The way I would explain attributes is:

              Say you have an object/character and he has different properties:

              Name: "Joe"
              Age: "24"
              Height : 6
              

              Perhaps one objects's name is Joe and another object's name is Sarah. You could add both the Joe and Sarah objects to a tag labeled "Human" (tags I will equate to classes in regular programming and attributes to properties). Now you can do something like this:

              if A collides with "Human" get the attribute (name) of that collision.

              -or-

              If A collides with (name) then....

              1 Reply Last reply
              0

              Hello! It looks like you're interested in this conversation, but you don't have an account yet.

              Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

              With your input, this post could be even better 💗

              Register Login
              Reply
              • Reply as topic
              Log in to reply
              • Oldest to Newest
              • Newest to Oldest
              • Most Votes


              • Login

              • Login or register to search.
              • First post
                Last post
              0
              • Categories
              • Recent
              • Tags
              • Popular
              • Users
              • Search