In my latest round of testing, it appears that physical bodies do not “track” their parent objects when those objects are involved in a movement transition. Is this “normal” behavior or a bug?
For example, in my game, I output a few enemies at random to the screen, and attach the proper physical bodies with all of the correct collision filters (this is not a filter issue, I’ve done this many times before). The issue comes in when I MOVE those enemies in a transition… in this case, I have the group of enemies (in their own displayGroup) moving to the left in a basic transition, i.e. x=moveGroup.x-2000.
What appears to be happening is that the enemies move, but their physical bodies do not move… even though with “hybrid” physics display turned on, those bodies appear to be attached. It’s almost like the bodies are locked in their starting X/Y positions from a sensory standpoint… I can actually move another character (Player) to where the enemy’s physics body was initially and get some collision response, even though the enemy and its physical body have moved to the left!
So is this a bug? Or does Corona not like physics bodies being moved in a transition? This is extremely frustrating for me, because I’m working on a side-scroller type game, with enemies moving across the screen right-to-left, using a long motion transition. But the Player character resides in a separate group and thus does not become part of the transition. The enemies sense each other because (I suppose) their physics bodies were declared in relation to each other. But the Player doesn’t sense the enemies because the physics bodies’ “location” seems to be all confused by the transition.
Ansca, please help! This is a major roadblock in my game, and I’d like to understand what’s going on…
Thanks!
Brent
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