[project1dev] Re: Use button plan of attack

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 10 Jun 2009 22:39:59 -0500

How about a 3d matrix infront of the players body that checks for
interactable objects above, below, and infront of, and does a distance check
to see which item is interacted with?

Alternate suggestion would be 3 rays originating from the center point of
the body, one going down, another forward, the final up.



On Wed, Jun 10, 2009 at 10:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Ok so in 2d RPG's it's easy to tell what the player is intending to do when
> they press the use button because the world is just one later and everything
> is broken up into a grid.
>
> In our game, since it's real 3d, we could have items like a book on the
> ground, or a floating orb, or a book case that the player is trying to use.
>
> Also, we could have multiple floors of map (like in cavemap how we have the
> bridge over the boss area).
>
> so that makes things harder.  Here's what i was thinking for finding out
> what the user wants to interact with.
>
> 1) User presses the "use" key (enter on the keyboard, A on the controller,
> whatever)
> 2) The game shoots an imaginary ray out of the player that originates in
> the middle of their body (ie bellybutton-ish) and goes the direction they
> are facing for about a foot of distance
> 3) If that ray hit an object, that's the object they are trying to interact
> with.
>
> There could be a problem if there was a book on the ground the player
> wanted to "use" since our ray starting at the middle of the body wouldn't
> hit the book.
>
> There could also be a problem if something was floating above the middle of
> the body, or if there was a hole in the object that the ray shot through
> hehe...
>
> but, since we have control over where objects are placed we could just be
> careful and make sure these cases never came up.
>
> what do you guys think, think that'd work ok?
>

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