do collisions stop while animation is happening?

It sure looks like this is the case with my code, but I can’t imagine that it would be, so I must be doing something wrong. But can someone answer the question definitively? Do collisions continue to happen while an animation is going on?

I would like to post sample code to show what I’m doing but it’s pretty messy and spread across several files and not plug-n-playable.

Any tips of what to look for, something that’s not documented well in the sections on animations or collisions? [import]uid: 82378 topic_id: 20452 reply_id: 320452[/import]

No, collisions don’t stop during animation.

Is it possible your body/bodies are sleeping?

Peach :slight_smile: [import]uid: 52491 topic_id: 20452 reply_id: 80137[/import]

Briforge,

It would be great if you could outline or explain exactly what you need, so we could think through the processes/results you are seeing…

I read somewhere that you cannot do certain things to objects whilst they are colliding, so if it is something like that, set a flag and do that something after the collision process is ended maybe?

IPete2. [import]uid: 81718 topic_id: 20452 reply_id: 80185[/import]

Thanks for the replies. I’ll try to replicate it in a smaller, plug-n-playable code that can be posted here. That might take a day or so and I may post it in new thread. I’ve tried doing something like pete mentioned, setting a flag and then doing the animation after the collision. But in that animation, when I expect additional collisions with the animating display/physics object, those are the collisions that are not appearing.

I’ll try to describe it and see if this triggers any thoughts while I work on the code sample:

I have a grid of objects, just squares 60x60, lets say 5 across and 4 down, with the top of this grid in the middle of the screen vertically. Lets number them 1-5 going across the top, then 6-10 on the next row down, etc… I have my moving object, which is 55x55, sitting on top of the grid. It’s kind of a digging/mining theme, so my digger thing is drilling down into one of the squares in the grid. I use the digger’s collisions with the squares to track which squares it’s touching, and therefore which square it will be digging into. The digger can dig down, left, and right, but not up.

Let’s say my digger starts sitting on top of the 3rd square from the left, so square #3. Upon start, the collision with this square is detected, so when the drill down action is triggered, it digs down into that 3rd square. When its done with its drilling down action, that 3rd square is removed, and a collision is detected with the square below that, which is square #7. I then decide to drill left. A collision is detected with square #2, the digger drills/animates left into square #2, and it is removed. During that drilling left animation, there should be a collision detected with square #7. This is the collisions that is not triggering.

No objects are being slept. Physics is not being paused. The collision event listeners are not removed. Anything else I should be looking for? [import]uid: 82378 topic_id: 20452 reply_id: 80294[/import]

Plug and play would be very useful here, undoubtedly.

It’s hard to imagine what could be happening to prevent the collision from registering - nothing is coming to mind, I’m afraid. [import]uid: 52491 topic_id: 20452 reply_id: 80304[/import]