jataka5000
New member
I'm trying to get clear on the ways that conditions are checked for collisions with tiles, e.g. in doHandlePhysics_Gravity and stopOnSolid_Platformer:
Both "getPointColTable" and "CheckCollisionPoint" refer to a right and left collision table. What are these tables, and why the two tables instead of just one?
What is the purpose of getPointColTable?
I'd like to know how the 'self_' variables are defined. E.g. is self_left just the left-edge coordinate of the object? Is it the absolute position of the object or relative to some position (i.e. mapping the spatial extent of the object)?
self_left
self_right
self_top
self_bottom
I noticed that a positive speed means pointed down, so does this mean that adding a height (e.g. ADC self_top) actually means lower on the screen?
It would be awesome to see a more in-depth tutorial about how collisions work for the platformer in nesmaker! Specifically, doHandlePhysics_Gravity and stopOnSolid_Platformer
Both "getPointColTable" and "CheckCollisionPoint" refer to a right and left collision table. What are these tables, and why the two tables instead of just one?
What is the purpose of getPointColTable?
I'd like to know how the 'self_' variables are defined. E.g. is self_left just the left-edge coordinate of the object? Is it the absolute position of the object or relative to some position (i.e. mapping the spatial extent of the object)?
self_left
self_right
self_top
self_bottom
I noticed that a positive speed means pointed down, so does this mean that adding a height (e.g. ADC self_top) actually means lower on the screen?
It would be awesome to see a more in-depth tutorial about how collisions work for the platformer in nesmaker! Specifically, doHandlePhysics_Gravity and stopOnSolid_Platformer