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  Platformer Collision  (Read 1452 times)
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Offline jynx

Junior Newbie





« Posted 2011-08-15 00:25:17 »

Hey guys, I've been working on a platformer game in java recently and have just finished with collision tracking,
I've gotten it to work, but it is still buggy and I was wondering if anybody knows of better methods of doing this.

So pretty much (only) when a collision is detected with the player and the solid object I run this method:

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public void collision(Object o){
      if(o instanceof Solid){
         if(x+24<((Solid) o).getX()){
            if(!(hspeed<0)){
               noright=true;
               hspeed=0;
            }
         }
         if(x-24>((Solid) o).getX()+((Solid) o).getWidth()){
            if(!(hspeed>0)){
               noleft=true;
               hspeed=0;
            }
         }
         
         if(y-24<((Solid) o).getY()){
            if(!(noright || noleft)){
               onGround = true;
               vspeed = 0;
               y = ((Solid) o).getY()-24;
            }
         }
         else if(y>((Solid) o).getY()){}
            if(!(noright || noleft))
               vspeed = -vspeed;
      }
   }

FYI I reset noright, noleft, and onGround every update.

So.. I hope someone can contribute, thanks Grin
Offline counterp

Senior Devvie


Medals: 11



« Reply #1 - Posted 2011-08-15 00:53:36 »

Looks like you're checking to see if you can move in each direction when the player is moving? Instead why don't you take where the player WOULD be if their move was valid and check if that area collides with any objects.  Then just not move the player.
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