space.listeners.add(new PreListener(
InteractionType.COLLISION,
Jumper.CBTYPE,
JumpSurface.CBTYPE,
function(cb:PreCallback):PreFlag {
var a = cb.arbiter.collisionArbiter;
if (cb.swapped && cb.int1 == a.shape1.body) throw "swapped error";
...
}
));
If I understand correctly, the "swapped error" should never be thrown, but it is.
I haven't reproduced it in a small sample yet, but in the main project it sometimes occurs on a collision between a Dynamic Jumper and Kinetic JumpSurface.
It doesn't happen when the JumpSurface is not moving (but then swapped is always false, a side effect of the order in which things are processed?)
If I understand correctly, the "swapped error" should never be thrown, but it is.
I haven't reproduced it in a small sample yet, but in the main project it sometimes occurs on a collision between a Dynamic
Jumper
and KineticJumpSurface
.It doesn't happen when the
JumpSurface
is not moving (but thenswapped
is always false, a side effect of the order in which things are processed?)