move_bounce_all( adv );
|adv||Whether to enable advanced bouncing (true) or not (false).|
With this function you can command an instance to bounce off
all instances within the room, with the only exception being
those that have no sprite or mask index assigned to them. You can
also tell it to use precise collision checking when enabled, but be
aware that this requires all instances to have precise masks
enabled and will greatly slow down your game when many instances
are involved due to the amount of processing that has to be done.
This should normally go in the step event of an instance, but can
be used selectively in a collision event too, as illustrated by the
code example below.
The above code would be placed in a collision event with another object. It first checks to see if the object is visible and if it is it then performs the move_bounce_all() action. Note that in this case the bounce is selective and will only be calculated for this collision, rather than for every instance, every step.