Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

2D All the way! / Built in collision with rotation

Author
Message
Lampton Worm
22
Years of Service
User Offline
Joined: 4th Sep 2002
Location: United Kingdom
Posted: 29th Mar 2004 19:11
Hi,

Does the built in sprite-box collision work when the sprites are rotated? i.e. the collision box rotates with the sprite?

I would check but I'm away from DBP doing a bit-o pseudo.

Cheers.
medwayman
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: uk
Posted: 29th Mar 2004 21:02
I just did a test and found that the collision box does not rotate with the sprite.
It doesn’t move either. If you don’t offset the sprite then it rotates out of the collision box altogether!
I’m using v3.1 so I don’t know if this has changed.

Based on Amiga PD game Squigs. Early shots: http://www.custardsoft.pwp.blueyonder.co.uk/images/03.png

the_winch
22
Years of Service
User Offline
Joined: 1st Feb 2003
Location: Oxford, UK
Posted: 29th Mar 2004 21:14
I just tested in 5.1 and it doesn't here either. The collision works exactly the same as if you didn't rotate the sprites.
Code Stealer
21
Years of Service
User Offline
Joined: 12th Feb 2004
Location:
Posted: 30th Mar 2004 00:56
DOes it not filp it 90degrees when it goes past the threshold, so that it is always a rectangle but swaps the x and y around?

GIve me more power!
medwayman
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: uk
Posted: 30th Mar 2004 21:40 Edited at: 31st Mar 2004 19:59
It's 442 kb now
http://www.custardsoft.pwp.blueyonder.co.uk/downloads/Prosprite.zip
Have a go if you want

The collision box does nowt but sit there.

Edit: Forgot to zip it. Sorry

Based on Amiga PD game Squigs. Early shots: http://www.custardsoft.pwp.blueyonder.co.uk/images/03.png

Code Stealer
21
Years of Service
User Offline
Joined: 12th Feb 2004
Location:
Posted: 31st Mar 2004 10:55
Dag Nammit! I have sprites that are 32x64, and Im using rotation, so when there are rtated 90degrees the collisions will be righ out?

It seems a bit wierd selling a programming language for people to make GAMES with that has such shyt collision commands!

GIve me more power!
Pincho Paxton
22
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 31st Mar 2004 12:35
Yeah, I think they should fix it to pixel perfect rotation.

Code Stealer
21
Years of Service
User Offline
Joined: 12th Feb 2004
Location:
Posted: 31st Mar 2004 13:18
I guess its time to learn c++...

GIve me more power!
Pincho Paxton
22
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 31st Mar 2004 14:09
I use DBClassic, it has pixel perfect sprites, and if I want to rotate anything, I make a bunch of images all at different angles. If DB Classic has perfect sprites, why don't they use their old code for DB Pro?

Code Stealer
21
Years of Service
User Offline
Joined: 12th Feb 2004
Location:
Posted: 31st Mar 2004 15:17
Its the way that the 2 versions call on different direct x versions. The latest one uses 3d planes instead, but I cant understand why it doesnt use proper 3d collision and rotation. How does collision between 3d planes work?

GIve me more power!
Pincho Paxton
22
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 31st Mar 2004 18:02
But DBClassic works on DX9??? It works fine.

medwayman
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: uk
Posted: 31st Mar 2004 20:08
I believe there are at least two examples of pixel perfect sprites for DBPro on the code snippets board. Personally I don’t need that at the mo so I haven’t looked into it.

Based on Amiga PD game Squigs. Early shots: http://www.custardsoft.pwp.blueyonder.co.uk/images/03.png

Login to post a reply

Server time is: 2025-05-14 03:39:53
Your offset time is: 2025-05-14 03:39:53