GMS 2 Collision objects limitations?

Discussion in 'Programming' started by Sean Catherine, Jul 11, 2019.

  1. Sean Catherine

    Sean Catherine Member

    Nov 10, 2017
    Is a collision object able to process multiple collisions at once? If so, how many?
  2. Phil Strahl

    Phil Strahl Member

    Jul 3, 2016
    In GameMaker Studio 2 you can use the instance_place_list() function that returns a ds_list of the ids all the colliding instances, not just a single id. Here's the entry in the manual.
    RefresherTowel likes this.
  3. RefresherTowel

    RefresherTowel Member

    Jul 13, 2016
    If it's not in GMS2, there is a manual solution to the problem:
    var list = ds_list_create(); // Create a temporary list for the instances at the location
    var inst = instance_place(x,y,object); // Get the first instance in the location
    while (inst != noone) { // As long as there is an instance at this location, perform the loop code
       ds_list_add(list,inst); // Add the instance to the list
       inst.x += 1000; // Move the instance
       inst = instance_place(x,y,object); // Check if there is another instance at the original location
    var list_size = ds_list_size(list); // Get the how many instances where found (which is equivalent to the list size)
    for (var i=0;i<list_size;i++) {
       with (list[| i]) { // Using the ID's that we previously stored in the list
          x -= 1000;  // We move them all back to where they were
          // Do any manipulation/checks you want to happen to specific instances here
    ds_list_destroy(list); // After that, make sure to destroy your list so you don't have a memory leak
    marasovec and Phil Strahl like this.

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