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Post by johnno56 on Nov 6, 2019 2:33:12 GMT -6
I have made little to no advancement with my experiment due to confusion with collision.... I can almost understand how a player can move around a tile-based platform and all the player has to do is check to see if the tile, in the direction it is moving, is either there or absent. If there then the horizontal velocity of the player is set to zero. Bump. If a collectable, set the tile to empty, continue moving etc... I have been racking the old grey matter to figure out how figure out how all this works when the only movement the player has is either by jumping or falling vertically as the scenery and collision-able objects are constantly moving... I'm sorry but I'm getting frustrated by starting a project, finding that I do not have the skills and or knowledge to complete it, ending up with "egg on my face" - fill in whatever phrase indicates embarrassment or loss of face .... I have been tinkering with programming for a LONG time and you would think I should be able to better than what I am currently doing... I would be the first to agree with you... grrr.... I need coffee... and a lie down.... Side Scroller
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Post by n00b on Nov 6, 2019 14:00:48 GMT -6
Hey Johnno, I was really busy trying to get this next release wrapped up so I haven't been able to get on the forum much lately. You are on the right track. What you need to check for tile collision is what tile each corner of your sprite is on. I should have some time now that the new version is up to really go more indepth on this. But first, I need to go get some coffee.
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Post by johnno56 on Nov 6, 2019 14:26:28 GMT -6
Hey n00b,
I apologise for the last posting... I was quite annoyed at myself... Firstly: I have my coffee as I type... Oh yeah! Secondly: I know that you are busy and I am not placing any blame on you for being so. I would appreciate any assistance that you may care to offer...
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