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RE: Collision Detection. Peter (0 replies, 0 views) (2000-Sep-4) If its the source I saw before then its Very Messed Up (tm). Its not a dig against your coding but there are too many arrays and types to just display the tiles and sprites. If I remember correctly there were like 3 subroutines just to draw the ground tiles. That's the problem and it would be smart to rewrite some of that. For example, store all your tiles in one array called Tiles and make a type called tTiles or something
tTiles
Type as integer
CoorX as integer
CoorY as integer
end type
Then type=1 would be grass, type=2 would be a road etc. Then just loop through your array and draw the tiles that way. It will lead to more trouble with the convulted way your code draws stuff now.
As for collision detection, it is really simple. Just use IntersectRECT. Like in the code where you do your moving just use IntersectRECT to check where the sprite will be if that move is allowed and check that location against the impassable tiles. If its clear allow the move, if it isn't don't. It would be easiest to do that in a subroutine. There's an IntersectRECT tutorial at Lucky's site BTW.
Peter
DDCK: Myth of Creation
www.talosstudios.com
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