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Re: detecting tile collisions (was Re: Pixel Level)

To: realbasic-games at lists dot realsoftware dot com
Subject: Re: detecting tile collisions (was Re: Pixel Level)
From: "Eric Richards" <erockus at juno dot com>
Date: Sun, 19 Dec 2004 22:47:23 GMT
Delivered-to: realbasic-games at lists dot realsoftware dot com
>No.  Points A and B were directly above the corners of the sprite. 
>The points you're using in the code here are not directly above or to 
>the side of any corner -- they're set out diagonally:

>>     CornerX = (Knight.X-4)// This should be the Top Left
>>     CornerY = (Knight.y-4)// ...

>Again, please draw yourself a picture, perhaps on graph paper to make 
>it precise.  I think your difficulties all stem from not visualizing 
>what the numbers mean.  Correct that, by actually drawing it, and I 
>think you'll not only have the answer to this question, but to the 
>next several questions you would otherwise be asking.  :)

Ok I've drawn it on some paper and used your ascii art thing. Also I have it 
where its draws the + sign to the Points around the knight
(+- 6 pixels away) to confirm  and for visual help . 
So if I did this right it seems to me that for points A&B I would need to do 
this:


A     B
+-----+

Point A
CornerX = (Knight.x)
CornerY = (Knight.y-4)

Point B
CornerX = (Knight.x+32)
CornerY = (Knight.y-4)
                
However an old problem of going between two objects comes
up again.It won't allow me to pass between two objects.

The only thing I can think of is, depending on which
direction the knight is going, bring the X or Y in a bit.
So -
 A    B
+------+
 
Point A
CornerX = (Knight.x)+4
CornerY = (Knight.y-4)

Point B
CornerX = (Knight.x+32)-4
CornerY = (Knight.y-4)

Oh wait let me check my notes...........
Ahhh...I guess you said that or something like that in a previous reply...D'oh!

I've got to many notes scattered around.

Ok I'll make some changes and see what happens - assuming I have it right.


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