@Raimondz: I was aware that could happen, but I didn't realize I could just keep calling SPHIT().
By post-poning collision until all sprites are resolved, I at least guarantee some hit happens to each.
What I'm curious about is how I would manage the memory around multiple hits. Each call to 'Hit.bind' allocates memory for one collision. How many collisions do I really need to preallocate?
0そうだね プレイ済み