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Initial Progress

Posted by (twitter: @AtkinsSJ)
May 28th, 2011 10:02 am

So far today I’ve managed to get some base code done that I should have done a long time ago (hooray!) and basic player movement.

The level generation is still just a test thing to see how the tiles look… not great, but they’ll do for now.

I’m currently metaphorically bashing my head against a wall, trying to do collision checking. I’d forgotten how horrible it is. :( I think jumping in using hitboxes isn’t a good idea. I’ll have to simplify it, get it working, and then make it horribly complicated. :P

Not visible is the scrolling view as you move around. (Yay!)

Anyway, not spending enough time on this today, and hitting a block have injured my plans in getting Done. Oh, well.

3 Responses to “Initial Progress”

  1. the_program1 says:

    Heh, collision is what killed my last LD entry. When you complete this, I’d like to know some about how you did it.

    the program1

    • AtkinsSJ says:

      I’m getting there now, I think. But yeah, I had collision detection code in a previous LD that let you climb walls, and sometimes lunched you through the ceiling suddenly, without warning. I don’t think I ever fixed it. XD

      EDIT: ARGH! Diagonal ones are being a pain. Actually, that could be to do with not using a hitbox… Oh, I don’t know.

  2. The Jahn says:

    Even pixel-perfect collision uses hitboxes for performance reasons. It first checks if the two hitboxes overlap, then it checks the overlapping portion for any collisions on the masks.

    Here’s a clip from some old code to give you the basic idea, although it only returns boolean :

    function colliding(BoundingBox checking){
    if(x > checking.x + checking.width || x + width checking.y + checking.height || y + height < checking.y) return false;
    return true;
    }

    You'd probably be best to check for slopes in the collision loop. If there is a collision found, check if moving it X pixels up changes that.

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