Those invisible images are a bit like hidden monsters; jumping out
at unwary programmers!
Richmond.
On 7/14/17 1:40 pm, Lagi Pittas via use-livecode wrote:
Hi Richmond
I would think there could be use cases where that would be useful (hidden
monsters, unexploded bombs)
I assumed that they left this undocumented feature (bug?) in because the
"fix" is so simple but with the other use cases not so simple - or is it?
Lagi
On 14 July 2017 at 11:01, Richmond Mathewson via use-livecode <
use-livecode@lists.runrev.com> wrote:
Thanks, Mark, that is a solution that would work very well.
In my solution to the problem I just "parked" the images off-screen once
they had been intersected with.
HOWEVER . . . at the risk of sound a teeny-weeny bit b*tchy . . .
It does seem illogical that while one can set levels of transparency with
interset
an image can continue intersecting with another when it is, supposedly,
invisible . . .
Certainly, having to explain THAT to children is going to make them take
an even
more dim view of adults than I hope they do already.
Best, Richmond.
On 7/14/17 12:37 pm, Mark Waddingham via use-livecode wrote:
On 2017-07-14 11:20, Richmond Mathewson via use-livecode wrote:
Oh dear, oh dear, oh dear . . .
There I am fooling around setting up an "exam" for my "kiddiewinks"
when I discovered something quite unsuspected about intersect ;
So I have some code that goes something like this:
if intersect(img"A",img"B",4) then
add 1 to SCORE
set the vis of img "B" to false
end if
now I am making img "B"invisible to that the gameplayer doesn't
rack up points be performing a repeated intersect
BUT
the intersect CONTINUES registering with a hidden image
How about:
if the visible of img "B" and intersect(img "A", img "B", 4) then
add 1 to SCORE
set the vis of img "B" to false
end if
Warmest Regards,
Mark.
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