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Thread: Platformer Collision Engine.

  1. #1
    Senior Member Gloo pot's Avatar
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    Platformer Collision Engine.

    I have spent the last 2 or so days preaty heaverly trying to get a pixle perfect Platformer engine up and running.

    The way i was doing it was checking for a collision on each side of the hero, then running a loop to see how many pixles it went into the object then move it to the right spot. I got all for sides working fine, i then started working on adding in code to support gravity which means the hero would no longer move only in 4 ways. I started running into problems there, i can easerly code what i need done, its just that i dont know when i need to check for the collisions. If i stop running all other collision and just check for 1 collision to test to see if my code works it runns fine but once i start adding in the others my hero starts flying all over the place and getting all screwy.

    I am hoping some one has made a good one or even has an article on how it can be done properly.

    Cheers
    92.7 Fresh FM for all your South Aussies - Doof Doof music FTW people!

  2. #2
    Senior Member ozmic66's Avatar
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    why do you need pixel perfect collision?
    a simple bounding box usually does the trick, or you can use geometry to figure out collisions

    looping through every pixel is the most inefficient (and hard to implement) way I can think of

    if you expand a bit about what the scope of your game is, I'll try to be a little more helpful
    Pixelwave Flash-based iPhone framework
    iPhone Games: Flyloop | Freedom Run

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  3. #3
    Senior Member Gloo pot's Avatar
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    Its ok, i got it working in the end.
    92.7 Fresh FM for all your South Aussies - Doof Doof music FTW people!

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