What is the intended use for 'triggering object' tile? Is this the object that starts the current object's script then and not one that triggers events?
I think I will use your example, but instead break up the graphic tiles into 4 objects that fit together like puzzle piece so that the graphics do not have to be specific colors (i.e. a box will be 4 smaller boxes and uses pieces of same graphic. I think that will work the same way if I make 'tops' all sibling objects, all 'lefts' sibling objects and use 'overlaps any top' or 'overlaps any left' etc.
On Mon, Sep 3, 2018 at 7:09 PM, Bert Freudenberg bert@freudenbergs.de wrote:
On Mon, 3 Sep 2018 at 18:11, Bert Freudenberg bert@freudenbergs.de wrote:
We generally try to design around it. For example, in Pac-Man, the obvious approach would be to move the player, check if it collided with a dot, then delete that dot. This doesn't work because it is not easy to check which dot it collided with. Instead, we have all the dots ticking to check if they collided with the player, and if so delete themselves and increase the global score.
Here is one idea:
[image: image.jpg]
- Bert -
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