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]