I have this script with the module collision which is called when the player collides with any of two cylinders in the scene, the module increments the counter in a text object that in a separate scene that overlays the main scene

import bge

scene = bge.logic.getCurrentScene()

dynamicText = scene.objects['Text']

def collision():
    dynamicText.text = str(int(dynamicText.text)+1)

This the logic behind the cylinders that triggers the collision and send the message to the text object to increment the counter.

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This is the login in the the text object

enter image description here

The problem is that the counter is incremented twice per collision, and I don’t see an obvious way to filter the second time the module is called.

This is the blend file.


If I remember correctly, collision sensors fire twice by design. Once when set True, and another when False.

This isn't a problem when connected to an And or Not controller (because they check) but in a script you'll have to do something like this:

def collision(cont):
    # Loops through all connected sensors and returns if one is False
    # Basically makes it work like an And conroller.
    for sens in cont.sensors:
        if not sens.positive:
  • $\begingroup$ Also this helped me to figure out a way to test only the sensor that receives the message sent by the colliding cylinder. $\endgroup$ – rraallvv Nov 18 '14 at 23:59

I don't know why message pulses twice but

I changed the logic on Text to message> property "collideCount" add 1

Then added an always sensor true level triggering at frequency 3 connected to script

import bge    
scene = bge.logic.getCurrentScene()

dynamicText = scene.objects['Text']

def main():
    dynamicText.text = str(dynamicText["collideCount"])

new logic http://ball2000.net/blender/images/messageBounce.png

  • $\begingroup$ I see what you mean, the first time message is triggered it adds 1 to collideCount, the second time it copies the value to text, also adding 0.5 each time messageis called could work too. $\endgroup$ – rraallvv Nov 18 '14 at 3:16
  • $\begingroup$ A good a theory as any; I honestly don't know why it works! : ) $\endgroup$ – ball2000 Nov 18 '14 at 9:55
  • $\begingroup$ Prof Monster doesn't say anything about messages pulsing twice; and I couldn't get the double-count thing to happen by modifying the 'homework...' or 'ending' the message-sending object.. Just something weird about your blend I think... blenderartists.org/forum/showthread.php?249078 $\endgroup$ – ball2000 Nov 18 '14 at 20:55

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