I have so many collision masks defined that I’ve run out of values. The documentation states that the highest collision mask value allowed is 32768:
I’m wondering if anyone else has had this problem and if there are any creative solutions?
I have so many collision masks defined that I’ve run out of values. The documentation states that the highest collision mask value allowed is 32768:
I’m wondering if anyone else has had this problem and if there are any creative solutions?
i’d first check to see if any of your masks are redundant. fe, ages ago i remember a forum post with someone who had like a dozen separate masks for each of his dozen individual “powerups” versus the player, when really he just needed one (plus some separate attribute to distinguish which powerup).
I second what @davebollinger says.
Can you share your collision matrix with us? We might be able to help you trim it down.
Yeah, that’s pretty much what I’m going with. I have a separate mask for each object in the system; Just going to par them down now and do some object name checking within the collision listeners. It’s pretty basic and really only based on the fact that I have a lot more object types than I expected when I started.
Was wondering if there were any other solutions which, while more involved, could yield an effect similar to having more filter masks than are available. For example, an inherited/base listener function which can do that extra filtering ahead of receiving the event in my object’s listener.
i’d first check to see if any of your masks are redundant. fe, ages ago i remember a forum post with someone who had like a dozen separate masks for each of his dozen individual “powerups” versus the player, when really he just needed one (plus some separate attribute to distinguish which powerup).
I second what @davebollinger says.
Can you share your collision matrix with us? We might be able to help you trim it down.
Yeah, that’s pretty much what I’m going with. I have a separate mask for each object in the system; Just going to par them down now and do some object name checking within the collision listeners. It’s pretty basic and really only based on the fact that I have a lot more object types than I expected when I started.
Was wondering if there were any other solutions which, while more involved, could yield an effect similar to having more filter masks than are available. For example, an inherited/base listener function which can do that extra filtering ahead of receiving the event in my object’s listener.