Thanks for investigating this, also sorry I didn't see this 'till now. I had tried using
FlxG.collide, but I wanted control of whether or not
FlxObject.separate was called. Now that may seem picky of me, but I wanted that control so that I could add specific power-ups for the player. For instance, a player might have a power-up that allowed the ball to continue traveling in the same direction after destroying a brick . It seemed to me that by using
FlxG.collide I was unable to control that aspect of the collision handling. I also used
tileCallback, so that later on individual tiles could have different properties on collision.
On a related note, I messed about with
FlxG.overlaps and setting my own
processCallback, but I am receiving the whole map in my callback, not the specific tile that the ball collided with, so I don't see how to set the colliding tile as no longer active.
- What's the best way to control the calls to
FlxObject.separate for the ball?
- How can I have each individual tile have distinct properties?
My guess is that by me planning for future features I missed something simpler and more elegant ... I just can't seem to find what it is.