Hi,
Not much experience with game coding, just out of curiosity, why sprite overlap events are handled concurrently while tile overlaps events are not.
As in the above demo, the game halts when player is on the ‘bush’ tile because of the
pause(2000)
. Caught by a student building a trap that slows player for a period when stepped on, he made these traps a special tile and implemented slowing the player in sprite-tile overlap callback. Suggested changing to a trap sprite as a workaround.
Is there any conceptual misunderstandings here?