1 decade ago by Ant101
Hi,
Sorry for the barrage of questions recently - they've all been based around the same theme, but I wanted to rephrase what I'm asking:
I'm trying to create a 'trampoline' which will cause the player to 'jump' very high when he lands on it.
I had originally planned on doing this as a tile, with a custom collision type, which I would detect from handleMovementTrace(). However, I'm having problems with that approach (mainly related to reliable detection - see my thread: detecting-static-tile-y-collision-when-walking but maybe I'm doing that wrong.).
The other approach (which seems to be the more 'impact' way of doing things) is to have the trampoline 'tile' as an entity, and react to collisions using the entity-erntity collision detection mechanism.
What do others think? Are both approaches practical? Would you usually use one or the other?
Thanks
Sorry for the barrage of questions recently - they've all been based around the same theme, but I wanted to rephrase what I'm asking:
I'm trying to create a 'trampoline' which will cause the player to 'jump' very high when he lands on it.
I had originally planned on doing this as a tile, with a custom collision type, which I would detect from handleMovementTrace(). However, I'm having problems with that approach (mainly related to reliable detection - see my thread: detecting-static-tile-y-collision-when-walking but maybe I'm doing that wrong.).
The other approach (which seems to be the more 'impact' way of doing things) is to have the trampoline 'tile' as an entity, and react to collisions using the entity-erntity collision detection mechanism.
What do others think? Are both approaches practical? Would you usually use one or the other?
Thanks