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Scourge80

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About Scourge80

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  1. I was working on a basic algorithm for detecting collision between a creep and game entities (enemy towers, enemy walls, etc.). Now, this works perfect when tested offline, but when I uploaded it to my site, it seems to have issues; creeps continue to move even while colliding. This is a simple Tower Defense-type game. Collision update: function CpuUpdate() { //Update creeps for(var j = 0; j < CpuCreeps.length; j++) { //Check if we collide with an enemy tower if(CollidesWithTarget(CpuCreeps[j], P1Towers)) { //Move toward the target CpuCreeps[j].MoveToTarget(CpuCreeps[j].Target); //Attack the target if we are in melee range if(CpuCreeps[j].CollidesWith(CpuCreeps[j].Target)) CpuCreeps[j].Attack(CpuCreeps[j].Target); } //Check if we collide with a wall else if(CollidesWithTarget(CpuCreeps[j], P1Walls)) { //Move toward the target CpuCreeps[j].MoveToTarget(CpuCreeps[j].Target); //Attack the target if we are in melee range if(CpuCreeps[j].CollidesWith(CpuCreeps[j].Target)) CpuCreeps[j].Attack(CpuCreeps[j].Target); } //Move Creeps if we aren't colliding with enemies else { CpuCreeps[j].X--; } } }   CollidesWithTarget(creep, targetGroup) method: function CollidesWithTarget(creep, targetGroup) { for(var k = 0; k < targetGroup.length; k++) { if(creep.CollidesWith(targetGroup[k].View)) { //Set our target creep.Target = targetGroup[k]; //Return true and stop checking for other towers return true; break; } } return false; }   ? ?  To see the error:  http://dikaioti.byethost7.com/TowerDefense/   thank you for any feedback (By the way, new to GameDev, if I made a mistake concerning rules, let me know so I can fix it)
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