First ever post so not too sure how much info to give.
I’m making a multiplayer physics game. When two characters hit each other they are both calling an event dispatcher in the pawn, this then informs the gameplay manager that a collision between players has occurred.
When hits happen both players collision spheres trigger event hit, is there a way to aggregate them into a single hit event. Players collide once but trigger two hit events.
My problem is that I want to make various game decisions off of this, for example shaking the shared screen.
hi @lenc13,
you can send the two hitters through your dispatch event to your manager and compare the two entries with a previous one saved in a variable. This way you’ll be able to filter doubles. That’s not very elegant but it should work.
You can also implement some kind of stack design pattern with a discard if an effect is already playing (a screen shake like you said) so only the first one will be triggered.