Timeline for Box2D Issues determining the side of collision
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 12, 2015 at 6:06 | history | tweeted | twitter.com/#!/StackGameDev/status/642580059698630656 | ||
| Jul 13, 2015 at 15:59 | answer | added | Xayim | timeline score: 0 | |
| Mar 17, 2015 at 12:00 | answer | added | Emir Lima | timeline score: 0 | |
| Jan 16, 2015 at 0:23 | answer | added | RandyGaul | timeline score: 1 | |
| Jan 15, 2015 at 22:11 | comment | added | NauticalMile | ahh, ok. That helps. For wall-jumping (according to this answer), you could calculate the direction vector between the center of mass of your character, and the point of contact. Whenever the jump button is pressed, apply an impulse away from the wall along that vector. Does that work for you? | |
| Jan 15, 2015 at 20:45 | comment | added | Kreed | No. What I need to know is positionally, is the object I'm colliding with above, below, left, or right of my object? For example, if I'm colliding with a Wall to the Right, and I'm not on the ground, then I can walljump to the left. | |
| Jan 15, 2015 at 20:25 | comment | added | NauticalMile | The issue of 'which side is colliding' is a little vague. Will you always have an entire side of your fixture overlapping? Couldn't you just have one point of the green fixture inside the black one? | |
| Jan 14, 2015 at 23:26 | review | First posts | |||
| Jan 14, 2015 at 23:32 | |||||
| Jan 14, 2015 at 23:24 | history | asked | Kreed | CC BY-SA 3.0 |