[project1dev] Re: Spiketrap

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 14 Jul 2009 17:00:50 -0700

If its not needed then there's no reason to change it. I'm a believer in "if
it ain't broke don't fix it"

On Tue, Jul 14, 2009 at 4:03 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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