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LeeWalker

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  1. Thanks! As it's my first real attempt at collision, would you be able to point me in the direction of any code to get me started off? Even Pseudo code would be fine.
  2. I've developed my game to a point where I'm now starting to notice that my current approach to box collisions is wrong. The code is as follows: [CODE] //if the block's origin is within 32px of the actor if(collision[r][c]->GetPosition().x >= (a.x + av.x) - 32 && collision[r][c]->GetPosition().x <= (a.x + av.x) + 32 && collision[r][c]->GetPosition().y >= (a.y + av.y) - 32 && collision[r][c]->GetPosition().y <= (a.y + av.y) + 32) { MyRect b = collision[r][c]->GetPosition(); //Actor collision left if(a.left() + av.x < b.right() && a.right() > b.left() && (a.top() < b.bottom() && a.bottom() > b.top()) && av.x < 0) { MyRect newVel = av; newVel.x = 0; act->SetVelocity(&newVel); MyRect newPos = a; newPos.x = (b.x + b.w); act->Move(&newPos); } //Actor collision right if(a.right() + av.x > b.left() && a.left() < b.right() && (a.top() < b.bottom() && a.bottom() > b.top()) && av.x > 0) { MyRect newVel = av; newVel.x = av.x - av.x; act->SetVelocity(&newVel); MyRect newPos = a; newPos.x = (b.x - a.w); act->Move(&newPos); } //Actor collision Top if(a.top() + av.y < b.bottom() && a.bottom() > b.top() && a.left() < b.right() && a.right() > b.left() && av.y < 0) { act->jumping = false; MyRect newVel = av; newVel.y = 1;//-(av.y < 0 ? av.y/2 : -1); act->SetVelocity(&newVel); MyRect newPos = a; newPos.y = (b.y + b.h); act->Move(&newPos); } //Actor collision Bottom if(a.bottom() + av.y > b.top() && a.top() + av.y < b.bottom() && a.left() < b.right() && a.right() > b.left() && av.y > 0) { MyRect newVel = av; newVel.y = 0; act->SetVelocity(&newVel); MyRect newPos = a; newPos.y = (b.y - a.h); act->Move(&newPos); groundCollided = true; act->jumping = false; } } if(!groundCollided) { act->isOnGround = false; } else { act->isOnGround = true; } [/CODE] Where a = the actor's current rectangle Where av = the actor's velocity Where b = the collision tile's rectangle What happens currently is that the actors warp inside walls when moving into corners, which causes them to accelerate very fast until the character is out of the wall. Which often leads to the character is off the screen and then killed. I've tried several different things but I'm not entirely sure how to fix it, any help would be greatly appreciated! A video of the problem can be found [url="http://www.youtube.com/watch?v=GoWpasJOd90"]here[/url]
  3. Great work so far! I've followed this since you started development and it's come on leaps and bounds!
  4. and with regards to your comment about a map not knowing what map is next, I've changed it so that each "end" trigger has an attribute which contains the next map's information. Obviously leading to me creating a hubworld and utilizing this method of going about things. This approach is also good because I can then have the player load into the hubworld every time, then enter the level where they left off.
  5. Well after about an hour's worth of solid work, I've managed to get the loading screen and gameplay working 100% I've just got to work on the Main menu now so you're quite right, it barely takes any time to get the state machine in place.
  6. After looking into the State Machine, this will be quite a time-consuming thing to implement. I think it's probably the best thing to try for though, it seems to make sense! Thank you very much NightCreature83
  7. Over the last few days, I've picked up my games programming project once again. Where I was up to was to implement trigger zones and manage level changes. I've now done the triggers, however the problem area now lies within the way I thought about implementing the level changes. This is as follows: - Level class - Overall level object which holds the current level instance - The level class has a "nextmap" filename Once the "End" trigger is reached, the current level will unload it's self and create a new instance which gets assigned to the overall level object. This then will load the new level - one problem here is that there will be no loading screen as a result of this, however I feel like I know a method of implementing that. I feel like there is a problem in doing this however I'm not entirely sure what it is.
  8. Cheers, sorry about that.
  9. Ok, that's awesome. So the error lies within my loop? What happens at the moment is the same Object just moves wherever the mouse is.
  10. Hi guys, I'm currently working on an RTS game using DarkGDK (C++) and was wondering how I would create individual objects for units. I've made a reference object and cloned it, but I don't think that's the best way to do it. Along with that, I'm not entirely sure how I would go about creating a new object per click of the mouse. I have currently got the following: if ( mouseclicked ) { MouseY = dbGetTerrainGroundHeight( 1, dbMouseX(), dbMouseY() ) + 10; // Gets the Y co-ordinate which is just above ground height dbCloneObject( unit, 10 ); // Clone the reference object and create another one with id of "unit" which is 100 to start dbPositionObject( unit, dbMouseX(), MouseY, dbMouseY() ); // This is currently spawning it at the 2D co-ordinates of the mouse, I'm sure I'll be able to sort that though unit++; }