RiverRatt:
That's pretty much exactly what I'm doing at the moment except I've been using my own distance calculating routine. I've changed it to use EntityDistance instead and it's still working fine.
The reason I fancied trying collisions is that it copes nicely when the delta timing stutters when sprites move past each other in a single frame. But the stopping behaviour doesn't allow for the way I've done the players bullets (if an enemy is weak enough, a bullet can destroy them and then continue).
I'll just stick with EntityDistance for now and maybe limit the maximum frame duration to 100 milliseconds.
Mustang:
Yes, thank you.
That's pretty much exactly what I'm doing at the moment except I've been using my own distance calculating routine. I've changed it to use EntityDistance instead and it's still working fine.
The reason I fancied trying collisions is that it copes nicely when the delta timing stutters when sprites move past each other in a single frame. But the stopping behaviour doesn't allow for the way I've done the players bullets (if an enemy is weak enough, a bullet can destroy them and then continue).
I'll just stick with EntityDistance for now and maybe limit the maximum frame duration to 100 milliseconds.
Mustang:
Yes, thank you.