Comments (3)
As far as I kwow GetScrollTile should do the trick, but you need to add the shifting to each coordinate
GetScrollTile(THIS->x >>3, (THIS->y + 2 )>>3) == 1)
Anyway, if the tiles you want to check are collideable TranslateSprite function returns the tile number if the sprite and tile collide.
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Thank you so much ! It worked ! :D
The reason I'm not doing TranslateSprite is because you're able to jump again when you hit a ceiling. I'm probably doing something wrong, but for the game I'm doing, I want you to be able to stick to the ceiling, and by extension, walls.
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I am closing this since it doesn't look like a bug
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Related Issues (20)
- Missing information in Music section of tutorial HOT 1
- MoveScroll( ... ) does not support jumping long distances HOT 1
- FadeOut() is broken on DMG HOT 1
- InitScroll() does not reset last_bg_pal_loaded (palettes get appended) HOT 5
- SGB Borders don't load on PAL Snes / Super GameBoy HOT 1
- Cannot compile without a Sprite
- Incorrect initialization of hUGEDriver HOT 1
- Default SaveGame Values HOT 2
- Possible imporvement to FadeStepColor HOT 1
- Error when compiling template HOT 3
- Problem with Enemies section. HOT 1
- Failure to use music HOT 10
- Problems displaying HUD Window in games compiled in Color mode when running on B/W hardware HOT 2
- Feature request: Add sprite flickering management
- [Request] [Docs] Debian/Ubuntu instructions for compiling in wiki HOT 4
- Errors with ZGB-template HOT 1
- .gbr needs to be in the same directory as .gbm HOT 1
- no way to make animation run once without looping HOT 1
- macOS build HOT 8
- Chance to update CGB tile attribute outside proper times HOT 4
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