Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
if place_meeting(x+hspd, y, obj_wall)
{
while !place_meeting(x+sign(hspd), y, obj_wall)
{
x += sign(hspd);
}
hspd = 0;
}
if place_meeting(x+vspd, y, obj_wall)
{
while !place_meeting(x+sign(vspd), y, obj_wall)
{
x += sign(vspd);
}
vspd= 0;
}
y += vspd;
x += hspd;
I take it by your example you recommend having a seperate invisible object laid over the tiles to handle collisions with the game world?
You could try putting however many collision objects you'll need in a room and walking around in it to see if there's a performance hit, but keep in mind that any such slowdown might not be apparent until you have more of the logic-heavy objects in play as well.