Hello,
I updated from v1076 to 1085 and noticed a strange issue. My character collision/contact detection stopped working with the character and the platform.
so I made a small sample program that demonstrates the bug.
Tested this program in 1076 and all worked well, and 1085 does not.
Getspritefirstcontact will report 0 if you move a sprite.
let me explain further...(code requires no media)
rem
rem AGK Application
rem
rem A Wizard Did It!
setsyncrate(60,1)
setvirtualresolution(320,480)
setphysicsgravity(0,1200)
setphysicsdebugon()
//collisionsprite
createdummysprite(1)
setspriteposition(1,100,25)
setspritephysicson(1,2)
setspritephysicscanrotate(1,0)
setspritesize(1,60,10)
setspriteshape(1,2)
////scrollingsprite1
createdummysprite(2)
setspritesize(2,300,50)
setspriteposition(2,0,300)
setspritephysicson(2,3)
////scrollingsprite2
createdummysprite(3)
setspritesize(3,300,50)
setspriteposition(3,300,300)
setspritephysicson(3,3)
do
////scroll sprites
setspritex(2,getspritex(2)-0.5)
setspritex(3,getspritex(3)-0.5)
//get contact
cont1 = getspritefirstcontact(1)/////this is the broken command
print(cont1)
//reset scrolling blocks
if (getspritex(2) < -300)
setspritex(2,300)
endif
if (getspritex(3) < -300)
setspritex(3,300)
endif
sync()
loop
if you comment out the code that moves a platform (setspritex) the contact will report as normal. If the platform scrolls it only reports 0. So I have come to the conclusion that getspritefirstcontact has a bug with moving platforms.