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Rico Solana

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  1. Rico Solana

    LUA Smooth tile movement

    I agree with you that I could check for the next tile and wait a time for the animation to finish, but I suppose that the reason I had complex math was because objects are capable of colliding with other objects without being in the center of each tile. If I were to use the method you had, moving from tile to tile and in-between each tile movement waiting for the animation of movement to finish, Pacman would have to wait the entire frametime of the animation until a command can be entered; then can move (This mainly applies to moving backwards -- doesn't apply to turning towards a side because Pacman can only turn towards an empty space when in the center of a tile -- the animation would be canceled by then). Do you have an idea/suggestion for that? (I've been working on this since December; so anxious to get it over with; to call it a day; to close the book...)
  2. You know Pacman, the game with the pellet eating monster; I'm trying to recreate that (Mrs Pacman actually). Because the game is arranged in a series of 28 x 31 tiles, smooth collision for this is difficult to recreate. Here's the tilemap: nodemap = { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1}, {1,1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1,1}, {1,1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1,1}, {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1}, {1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1}, {1,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0,0,1}, {1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,1}, {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1}, {1,1,1,1,0,1,1,1,1,1,0,1,1,1,0,0,1,1,1,0,1,1,1,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,1,1,1,0,1,0,0,0,0,0,0,1,0,1,1,1,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,0,1,1,0,1,0,0,0,0,0,0,1,0,1,1,0,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,0,1,1,1,1}, {1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1}, {1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1}, {1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1}, {1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,1}, {1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,0,1,1,1,1}, {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1}, {1,1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1,1}, {1,1,0,1,1,1,1,0,1,1,1,1,1,0,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1,1}, {1,1,0,1,1,1,1,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,1,1,1,1,0,1,1}, {1,1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1,1}, {1,1,0,1,1,1,1,0,1,1,0,1,1,1,1,1,1,1,1,0,1,1,0,1,1,1,1,0,1,1}, {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} } This is my collision code (And explanations for each segment): -- Make Pacmans position consist of a single decimal (because over time a number of 1.899999994 will occur and that's ugly) mrspacman.x = math.floor(mrspacman.x*10)/10 mrspacman.y = math.floor(mrspacman.y*10)/10 --If an arrowkey was pressed (Think of this as "A new direction was queued") if (mrspacman.nextDirection) then -- If Pacman is in the center of a tile, then if (mrspacman.x == math.floor(mrspacman.x)) and (mrspacman.y == math.floor(mrspacman.y)) then -- If the tile in front of Pacman is empty, set direction to that if (nodemap[mrspacman.y-math2.sin(mrspacman.dir)][mrspacman.x+math2.cos(mrspacman.dir)]~=1) then mrspacman.dz = mrspacman.dir -- Disable this queue mrspacman.nextDirection = false end end end -- If Pacman is NOT in the center of a tile if (mrspacman.x ~= math.floor(mrspacman.x)) or (mrspacman.y ~= math.floor(mrspacman.y)) then -- Constantly move forwards mrspacman.x = mrspacman.x + (math2.cos(mrspacman.dz)*mrspacman.speed) mrspacman.y = mrspacman.y - (math2.sin(mrspacman.dz)*mrspacman.speed) else -- If the tile in front of Pacman is empty, move to that tile if (nodemap[mrspacman.y-math2.sin(mrspacman.dz)][mrspacman.x+math2.cos(mrspacman.dz)] ~= 1) then mrspacman.x = mrspacman.x + (math2.cos(mrspacman.dz)*mrspacman.speed) mrspacman.y = mrspacman.y - (math2.sin(mrspacman.dz)*mrspacman.speed) end end The above results in this (sometimes unable to go backwards, movement is sometimes faster towards a vector compared to the opposite vector, will stop when going back, and freeze...) How can I implement this smooth movement? math2.cos / math2.sin is just a custom table I created with those 2 trig functions (makes code cleaner looking, and I don't have to mess with accuracy of converting deg-->rad.) mrspacman.speed has a value of .1
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