[project1dev] Re: Spiketrap

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 14 Jul 2009 16:03:11 -0700

rad, yay for work arounds.

im really tryin to push off the changing collision to full on shapes instaed
of just a point for the player, thats gonna be a lot of work.

maybe after animations, shaders, sound support and getting the editor how we
want it hehe :P
On Tue, Jul 14, 2009 at 3:59 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> That should work. Thanks.
>
> On Tue, Jul 14, 2009 at 12:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> Hey Kent,
>>
>> For the spiketrap collision how about instead of making a touch event on
>> the spikes, just use the touch event on the tile to know if the player is on
>> the tile or not when the spikes are above the "pokeability height".
>>
>> basically like... on touch of the tile where it starts the spikes coming
>> up, set "PlayerIsOnTile" to 1 (different from the spikes goin up).  If the
>> touch end event happens, set the "PlayerIsOnTile" to 0, but let the spikes
>> keep doin their thing.
>>
>> Then, in the tick for the mob, if the spikes height is above some height
>> (whatever the minimum height is that should cause damage) and the tile trap
>> hasn't yet done damage to the player this "spiking", do damage to the player
>> (the "hasn't done damage yet this spiking" is to keep it from continually
>> applying damage to the player when they stand on it and the spikes are up).
>>
>> What you think?
>>
>
>

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