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Conditional collision zones about tuxemon HOT 4 CLOSED

tuxemon avatar tuxemon commented on June 1, 2024
Conditional collision zones

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Comments (4)

dtdannen avatar dtdannen commented on June 1, 2024

Hi Nathan,

The way I coded up poly-line collisions uses directions. Right now any
vertical poly-line restricts left and right movement, and any horizontal
poly-line restricts up and down movement. So it should be easy to add a
condition field in map files (editable using Tiled) for a poly-line
restricting a single direction and then only generating a poly-line for
that direction. But that just allows movement, you would need to do
something different altogether to get a "jump". Also this is only with
polylines.

On Mon, Oct 12, 2015, 4:45 PM Nathan [email protected] wrote:

Currently you can block areas off completely or not at all. I am working
making enter and exit properties for collision zones so that you can
specify that a tile is blocked unless entering from one or more directions,
or exiting from one or more directions. So you could set a tile as a
collision field, and then give it the property "enter" with the value "up
left". That then would allow entry to the tile from above and left. This
will make it possible to implement the ability to jump over ledges with
"enter: up" and "exit: down" if it is a south-facing ledge.


Reply to this email directly or view it on GitHub
#41.

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dtdannen avatar dtdannen commented on June 1, 2024

Just in case that helps :)

On Mon, Oct 12, 2015, 4:56 PM Dustin Dannenhauer [email protected] wrote:

Hi Nathan,

The way I coded up poly-line collisions uses directions. Right now any
vertical poly-line restricts left and right movement, and any horizontal
poly-line restricts up and down movement. So it should be easy to add a
condition field in map files (editable using Tiled) for a poly-line
restricting a single direction and then only generating a poly-line for
that direction. But that just allows movement, you would need to do
something different altogether to get a "jump". Also this is only with
polylines.

On Mon, Oct 12, 2015, 4:45 PM Nathan [email protected] wrote:

Currently you can block areas off completely or not at all. I am working
making enter and exit properties for collision zones so that you can
specify that a tile is blocked unless entering from one or more directions,
or exiting from one or more directions. So you could set a tile as a
collision field, and then give it the property "enter" with the value "up
left". That then would allow entry to the tile from above and left. This
will make it possible to implement the ability to jump over ledges with
"enter: up" and "exit: down" if it is a south-facing ledge.


Reply to this email directly or view it on GitHub
#41.

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treetrnk avatar treetrnk commented on June 1, 2024

Hi,

Cool. Yeah I saw some comments about it in the code but I wasn't sure how far it was implemented yet. Looks pretty cool. I think I might add it for zones as well anyway though because I think it would be useful to set rules for larger groups of tiles rather than drawing individual lines for each side.

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dtdannen avatar dtdannen commented on June 1, 2024

Cool.

On Mon, Oct 12, 2015, 5:02 PM Nathan [email protected] wrote:

Reopened #41 #41.


Reply to this email directly or view it on GitHub
#41 (comment).

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