|
-
DOT-INVADER
tiles and enemies
i would like some feedback from people that are into tile-based games:
> what's your method of enemies implementation (i mean collision detection)?
i'm now working on a * my really first 100%! * tile-based platform game that is quite similar to kid icarus, nes platform... the playabilty seems perfect and the maps are loading very well. the collision detection with the walls and all elements is working perfectly (blocks, ladders, icy floors, clouds-like platforms etc).
but now i want to implement enemies, and i would like you to share your thoughts on that...
what's the best way...?
1) have enemies that change the initial arrays values of the map: it doesn't seems to be a good idea since the values have to go back to normal after the enemy is gone into another array element...
2) use the "classical" hitTest with their collision detection (between player/enemy i mean). mmmhhh...
3) "emulate" the hitTest: check with your and the enemy's _x and _y properties if you are near him...
4) check in which array position is the enemy and the player. if it's the same (or the one just near), then > game over... but it has quickly as many or more values as 3)
maybe someone has a better idea through his tiles experience?
thanks for help...
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|