setPosition sometimes leaves parts of the particle behind
Posted: Fri Dec 26, 2014 9:08 pm
I am starting to use my copy/move code where you can specify an area of the map to copy or move. I came across what is clearly a bug of some kind.
Simple test, try to move a castle_door with pull chain. The pull chain by default is a castle_door_button. By move, I mean call setPosition() on each game object in the square where the castle_door is. You will move the door and one of the buttons (the other button is in the next square, no weirdness there).
You will see two odd things:
1) The new castle_door_button will flicker now. About every 4 seconds it will flash out and come back on.
2) Where the old button used to be will be a faint blue glow. It will not go away.
Anyway, this is bugged for sure. I cannot imagine any work around other than maybe call destroy on the castle_door_buttons and then re-spawn them. Ugh.
Simple test, try to move a castle_door with pull chain. The pull chain by default is a castle_door_button. By move, I mean call setPosition() on each game object in the square where the castle_door is. You will move the door and one of the buttons (the other button is in the next square, no weirdness there).
You will see two odd things:
1) The new castle_door_button will flicker now. About every 4 seconds it will flash out and come back on.
2) Where the old button used to be will be a faint blue glow. It will not go away.
Anyway, this is bugged for sure. I cannot imagine any work around other than maybe call destroy on the castle_door_buttons and then re-spawn them. Ugh.