Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by Marenz

I'm used to working in Flash where I can set a rect inside my entity for collision testing if I want. In this case, I've got an animation sheet with swinging arms, etc. that causes the entity to be fairly big and consequently the collisions have a lot of "air" in them for this entity. Compared to this, the more squarish animations seem tighter in their collisions.

Is there any way to set a collision margin in Impact so an arm or leg can hang over a wall or something but I'm not leaving lots of empty space at other times?

1 decade ago by BlackDolphinMedia

offset is the only way to limit the collision of an entity right now ..

if you need a more presice way of setting it .. well that means you have to come up with something like that .. > creativity

canvas can read image informations .. > so a pixelmap as collision is still possible

1 decade ago by BlackDolphinMedia

well there is a other way as well .. > create your entity out of multiple entites and just set the collision to no collision

.. thats the 2 ways of doing that

if someone got a other idea .. iam interrested as well

1 decade ago by quidmonkey

Check out Entity.offset.

1 decade ago by Marenz

my player entity is now an invisible, smaller entity and a new dummy entity contains the tileset and the animations and is bigger. When the player entity moves, the dummy moves to match based on an offset. It seems to work very well.

1 decade ago by Marenz

But oh yeah offset is way easier. I must have read that page a half dozen times and missed that property.

1 decade ago by stahlmanDesign

If you use the debugger you can see the collision area which helps a lot when using the offset values
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