c# - Rectangles don't collide correctly -


collison

as can see on top corner says col: false/true. if player bounds , tiles solids. rectangles tiles , players checked if intercept each-other. looks working right? nope. more closely.

notworking notworking

the bottom right corner needs inside tiles count.

now let's code used understand problem.

player bounds (rectangle)

playerbounds.width = 32; playerbounds.height = 64; playerbounds.x = (int)this.position.x; playerbounds.y = (int)this.position.y; 

tile bounds (rectangle)

newtile.bounds = new rectangle(x * tile_size, y * tile_size, tile_size, tile_size); 

now onto how detects it:

for (int x = 0; x < tilemap.map_width; x++)         {             (int y = 0; y < tilemap.map_height; y++)             {                  if (tm.tile[x, y].bounds.intersects(playerbounds))                 {                     if (tm.tile[x, y].getsolid())                     {                         colliding = true;                     } else                     {                         colliding = false;                     }                 }             }          } 

move

    public void move(vector2 pos)     {         (int = 0; < speed; i++)         {              position += pos;         }      } 

i have used breakpoints @ collision detection loop. , rectangle covers character , tiles.

you overriding previous collisions in loop. result solid-state of last tile intersects player. try adaptation this:

colliding = false; (int x = 0; x < tilemap.map_width; x++) {     (int y = 0; y < tilemap.map_height; y++)     {         if (tm.tile[x, y].bounds.intersects(playerbounds) && tm.tile[x, y].getsolid())         {             colliding = true;             break;                             }     }     if(colliding)         break; } 

a more efficient approach check tiles intersect. since use simple axis-aligned rectangles, set of intersecting tiles should not hard calculate.


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