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Apr 15, 2013 at 17:12 comment added Mokosha Until he has a size 128x128 boss sprite. ;) That's why I said "in general"
Apr 15, 2013 at 17:08 comment added UnderscoreZero @Mokosha Going on his situation alone, there is no need to check more than a few points seeing as how his characters and tiles are very close to the same size.
Apr 15, 2013 at 16:56 comment added Mokosha This won't work in general. For example, if you have 4x4 tiles and 64x64 characters, there's a very small chance that any of the corners or midpoints of the character will be within a single solitary solid tile. The problem that's being described here is an AABB intersection test.
Apr 15, 2013 at 16:08 vote accept devlsh
Apr 15, 2013 at 15:42 comment added devlsh Ah yes - I completely forgot about this method. Thank you for your help!
Apr 15, 2013 at 15:40 comment added UnderscoreZero I didn't realize this but your character sprite is much taller than your ground tiles, you should be able to get a good effect if you use a 26x26 box at the characters feet for collision detection, that way the top half of the character can overlap tiles (not sure if that's what you are going for).
Apr 15, 2013 at 15:34 comment added devlsh Thank you for your comment, currently I do check each corner and the problem arose with not having a midpoint. Although; Entity Height and Width are both variables that can always be changed, so can you think of a good way to determine the amount of midpoints to have, and also where they should be?
Apr 15, 2013 at 15:30 history answered UnderscoreZero CC BY-SA 3.0