rad, yay for work arounds. im really tryin to push off the changing collision to full on shapes instaed of just a point for the player, thats gonna be a lot of work. maybe after animations, shaders, sound support and getting the editor how we want it hehe :P On Tue, Jul 14, 2009 at 3:59 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > That should work. Thanks. > > On Tue, Jul 14, 2009 at 12:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Hey Kent, >> >> For the spiketrap collision how about instead of making a touch event on >> the spikes, just use the touch event on the tile to know if the player is on >> the tile or not when the spikes are above the "pokeability height". >> >> basically like... on touch of the tile where it starts the spikes coming >> up, set "PlayerIsOnTile" to 1 (different from the spikes goin up). If the >> touch end event happens, set the "PlayerIsOnTile" to 0, but let the spikes >> keep doin their thing. >> >> Then, in the tick for the mob, if the spikes height is above some height >> (whatever the minimum height is that should cause damage) and the tile trap >> hasn't yet done damage to the player this "spiking", do damage to the player >> (the "hasn't done damage yet this spiking" is to keep it from continually >> applying damage to the player when they stand on it and the spikes are up). >> >> What you think? >> > >