Re: [stella] Jumpman Experiment

Subject: Re: [stella] Jumpman Experiment
From: "Lee Fastenau" <stella@xxxxxxxxxxxxxxx>
Date: Thu, 2 Dec 2004 13:51:39 -0700
> I'm not sure if I'd better swap it so that the structure flickers and not the ladders. If I only had ladders on one frame it might amazingly simplify the Jumpman-Ladder collision detection...
> I'm a bit clueless here anyway, what would you guys think about collission detection for a Jumpman level? Just to have him move around. How for example could he walk up or down a ramp or detect that he's near enough to a ladder now?
> I assume one trick would be to have him gravitating, then walking down a ramp would be peanuts. But how can he walk it up?

You could have up to four collision states: none, ladder, platform, ???.  If you update the player position every other frame, then you can set two collision bits, one per frame.  Right now, two high bits means platform collision.  One high bit would mean ladder collision.  Two low bits means no collision.

Beyond that, I'd have to think about it some more. :)  A lot of it depends on how the real game works... which I haven't played in at least 15 years.


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