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Originally Posted by enonod
Is there an explanation for this please?
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The operations done in Tick in this order are Erase all the Sprites from a bitmap buffer, Move all the Sprites, Draw all the Sprites on the buffer, Process collision events then Paint the buffer to the screen. This sequence leaves the Sprite positions on the screen corresponding to their reported X and Y coordinates so NoCollisionMouse events use the screen X and Y coordinates which was not the case with the old version of the library.
If you breakpoint in an event raised by the Process operation the screen will most likely not yet have been repainted so the screen you are seeing represents the Sprite positions on entry to Tick before being moved. You can check this by looking at the colliding Sprite X and Y positions. If you set a flag in the event then check and stop on it after calling Tick you will probably see the overlap.