intersect . . . invisible images
iphonelagi at gmail.com
Fri Jul 14 12:40:26 CEST 2017
I would think there could be use cases where that would be useful (hidden
monsters, unexploded bombs)
I assumed that they left this undocumented feature (bug?) in because the
"fix" is so simple but with the other use cases not so simple - or is it?
On 14 July 2017 at 11:01, Richmond Mathewson via use-livecode <
use-livecode at lists.runrev.com> wrote:
> Thanks, Mark, that is a solution that would work very well.
> In my solution to the problem I just "parked" the images off-screen once
> they had been intersected with.
> HOWEVER . . . at the risk of sound a teeny-weeny bit b*tchy . . .
> It does seem illogical that while one can set levels of transparency with
> an image can continue intersecting with another when it is, supposedly,
> invisible . . .
> Certainly, having to explain THAT to children is going to make them take
> an even
> more dim view of adults than I hope they do already.
> Best, Richmond.
> On 7/14/17 12:37 pm, Mark Waddingham via use-livecode wrote:
>> On 2017-07-14 11:20, Richmond Mathewson via use-livecode wrote:
>>> Oh dear, oh dear, oh dear . . .
>>> There I am fooling around setting up an "exam" for my "kiddiewinks"
>>> when I discovered something quite unsuspected about intersect ;
>>> So I have some code that goes something like this:
>>> if intersect(img"A",img"B",4) then
>>> add 1 to SCORE
>>> set the vis of img "B" to false
>>> end if
>>> now I am making img "B"invisible to that the gameplayer doesn't
>>> rack up points be performing a repeated intersect
>>> the intersect CONTINUES registering with a hidden image
>> How about:
>> if the visible of img "B" and intersect(img "A", img "B", 4) then
>> add 1 to SCORE
>> set the vis of img "B" to false
>> end if
>> Warmest Regards,
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