Tornado
Member
Hi!
Last week I migrated my project to GMS2.
In my game I used 3 collision_line to check if one instance (the ball) will collide with 3 different objects.
But then I saw a new function collision_line_list in GMS2. So I thought I could just use one collision_line_list instead and then check the list for collisions with all objects of interest.
I have now this code in the step event of an object:
When I run the game with this code, the game crashes like within 5-30 seconds.
I put some output into console and I see there that every step the list always contains 2-9 instances. So, it shouldn't be a problem.
Is there something I'm doing wrong here or this new function has a bug?
This happens when running on Windows-Platform. I couldn't check right now if it happens on Android, because at the moment I have some problems building apk.
I'm using IDE v2.2.1.375 Runtime v2.2.1.287
Thx
Last week I migrated my project to GMS2.
In my game I used 3 collision_line to check if one instance (the ball) will collide with 3 different objects.
But then I saw a new function collision_line_list in GMS2. So I thought I could just use one collision_line_list instead and then check the list for collisions with all objects of interest.
I have now this code in the step event of an object:
Code:
collision_line_list(ballCollisionLine1_x, ballCollisionLine1_y, ballCollisionLine1_x2, ballCollisionLine1_y2, all, false, true, global.ballCollisionLine1List, false);
...
...do some checkings on the list...
...
ds_list_clear(global.ballCollisionLine1List);
I put some output into console and I see there that every step the list always contains 2-9 instances. So, it shouldn't be a problem.
Is there something I'm doing wrong here or this new function has a bug?
This happens when running on Windows-Platform. I couldn't check right now if it happens on Android, because at the moment I have some problems building apk.
I'm using IDE v2.2.1.375 Runtime v2.2.1.287
Thx
Last edited: