Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Elliott Lee Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: Ahhhh! CRASH!! (aka Collision Detections) Date: Tue, 22 Sep 1998 16:23:43 -0700 Organization: SCEA News Server Lines: 49 Message-ID: <3608317F.F993DA10@shell.jps.net> References: <6u96vm$bdk3@chuka.playstation.co.uk> NNTP-Posting-Host: 171.70.208.195 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Ok, treat player 2 just like the enemies or other objects on the screen: moveable platforms. When p1 is parked above p2, the jump sequence should end and p1 should be standing. When p2 moves out, then the space below should be empty and p1 will be put in jump/fall mode. p2 should be substitutable with just about any object in the game. e.g. moving platforms, SMB-like turtles, mechanical objects, etc. This would also give you the freedom to create complex scenarios where you have crumbling floors, or stack multiple objects on each other... - e! Tones wrote: > > Hello once again, my fellow Yarozers..... > > New problem. This time with Collision Detection. Not so much the detection > of it (I'm using Bounding Boxes - Ooooh!), but a small problem. Basically, > I have two sprites viewed side on on the screen. I've got Player 1 to move > and jump, but when I make Player 1 jump onto player 2, he gets stuck. He > will fall back down once player 2 has moved out of the way. > > I know the reason for this - I basically use a loop saying 'if player one in > mid-jump, don't let him do anything, 'cos he will need to finish the jump > once a collision isn't detected (I.e. moved). > > Is there an easier way to detect if he is standing on player 2, and if he > were to move left or right, make him fall back down once he is standing on > nothing ? Is there any good (but simple to comprehend) examples I can look > at ? > > I realise it will be a bit tricky for you guys to know what I am on about > without some code, but it's 23:10, and I am too shattered to cut 'n' paste > some more code.......zzzzzzzzzz :) > > Hope this isn't too vague, > > Cheers once again, > > Tones -- Mata ne, ... ... - e! ::' tenchi@shell.jps.net ':: (Protocol) :: ACiD -/- ACS -/- pHluid -/- Yaroze :: (Tenchikun) ::. http://www.jps.net/tenchi .:: ''' '''