I'm having trouble having aeCollision recognize a collision between to objects. In an attempt to use newer AE calls for moving objects, I seem to have hit a roadblock regarding initiating an aeCollision call.
Here's what I have:
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global newShot on keyDown theKey if theKey = space then createshot end if end keyDown on createShot lock screen lock messages clone btn "bulletTemplate" put the id of it into newShot put the BulletList of current card into tBulletList put newShot & cr after tBulletList if line 1 of tBulletList is empty then delete line 1 of tBulletList set the Bulletlist of this card to tBulletList set the name of btn id newshot to "bullet" getTargets set the layer of btn id newshot to 1 set the loc of btn id newShot to the loc of grc "shooter" put the long ID of btn id newShot into tLongID put cd fld "theAngle" into tBulletAngle get pointOnCircle(loc of last btn, tBulletAngle,1200) put it into tTargetEnd if there is a btn id newShot then aeMoveto tLongID,tTargetEnd,1000 send aeStartListeningForCollisions to btn id newShot in 1 sec send DeleteBullet to btn id newShot in 2 seconds end if end createShot on DeleteBullet newShot put the bulletList of current card into tBullets put the ID of target into tTargetBullet if there is a btn id tTargetBullet then if the left of btn id tTargetBullet > the right of this card or the right of button id tTargetBullet < 0 or the bottom of button id tTargetBullet < 0 or the top of button id tTargetBullet > the bottom of this card then aeStopListeningForCollisions put the long id of btn id tTargetBullet into tLongIDofButton delete line 1 of tBullets delete button id tTargetBullet end if end if set the bulletlist of current card to tBullets end DeleteBullet on CheckMe repeat for each line theEnemy in the allEnemies of this cd send movePolygonal to img ID theEnemy end repeat wait 0 with messages unlock screen if the flag of btn "startGame" then send checkme to me in 30 milliseconds end CheckMe command GetTargets repeat with i = 2 to the number of images put the long id of image i & cr after tList end repeat delete char -1 of tList set the aeListenForCollisionsWith of button id newShot to tList end GetTargets on aeCollision pObjects if the visible of pObjects is true then put pObjects -- let me know the object was hit pass aeCollision else pass aeCollision end if end aeCollision