say you have a boss for an action game, he then raches back his arm and gives you a punch that sends you flying. if you have all of the bosses frames on one strip, how do make it so that if you collide within 3 frames of the punch you take damage? I also want this to affect your player to so that if you press a key he/she may punch, kick,etc.
is it possible to make collisions using frames?
BlitzPlus Forums/BlitzPlus Beginners Area/is it possible to make collisions using frames? ImagesCollide (image1,x1,y1,frame1,image2,x2,y2,frame2)
frame1, frame2 should be always what's beeing drawed currently.
frame1, frame2 should be always what's beeing drawed currently.
thanks!
Use rectsoverlap, very much faster !
Make Dim infos for box for each frame : xy from the origin of the frame + xy for the size of the box.
Make box for impact damage ( head, body, etc ), for hit impact ( puch, etc ), or anything you want ;)
Make Dim infos for box for each frame : xy from the origin of the frame + xy for the size of the box.
Make box for impact damage ( head, body, etc ), for hit impact ( puch, etc ), or anything you want ;)
could you explain it a little more?
The method he's suggesting creates an invisible "collision rectangle" in two locations, with user-specified width & height. Blitz then tests to see if those rectangles overlap, and returns True if they do.
One problem with Reno's suggestion is that the collisions aren't pixel-perfect, unless your characters are made out of squares. ;) For instance, say you wanted to test if two circles were colliding. Using RectsOverLap() would be a bad idea, since the rectangles' corners would extend beyond the circles, allowing them to "collide" when they really weren't!
It is a faster solution, just less accurate. It really depends on how well a rectangle fits your images, and how "tight" you want your collision checking to be.
One problem with Reno's suggestion is that the collisions aren't pixel-perfect, unless your characters are made out of squares. ;) For instance, say you wanted to test if two circles were colliding. Using RectsOverLap() would be a bad idea, since the rectangles' corners would extend beyond the circles, allowing them to "collide" when they really weren't!
It is a faster solution, just less accurate. It really depends on how well a rectangle fits your images, and how "tight" you want your collision checking to be.
thanks ADAM (The Gigamaster), I understand it now
=D
=D
Yes, no pixel perfect, but it's fine for me ;)
IceT, I could make a drawing if you want to see how it works.
IceT, I could make a drawing if you want to see how it works.
okay, I'd like that
Now loading...
Glad I could help, Ice T.! Blitz rules!!!
Hi Ice T.,
Sorry, but I have big problems with my internet connection at home. I can only use internet from work.
I will try to put a picture in the next days... be patient...
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Sorry, but I have big problems with my internet connection at home. I can only use internet from work.
I will try to put a picture in the next days... be patient...
:\
okay, thats fine
Hi,
I hope you'll understand something ;)
These are the basics. You should use DIM or MID$ to keep all informations for each frame.
I hope you'll understand something ;)
These are the basics. You should use DIM or MID$ to keep all informations for each frame.
Woah. That guy is ugly. Like... Scary ugly. I like it! ^_^