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Thread: Enemy Gravity Collision Problem

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    Clicker Fusion 2.5

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    Enemy Gravity Collision Problem

    Hello!

    I am starting a platformer and was having trouble with collision detection for enemies when applying accelerating gravity. I know how to do it with a player (single-object) and fastloops but when trying to make events that would work for groups of objects (many enemies) I can't check precisely, rather only after each movement, causing objects to detect a collision once they're already inside the ground. I attached a picture of my code (it's pretty straight forward I think).

    Please let me know what you think and what I'm missing.
    Images attachées Images attachées

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    jn2002dk's Avatar
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    Just a quick thought but what happens if you move the collision check loop part to the top so it's checked first?

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    Clicker Fusion 2.5

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    With the code I had, it behaved almost the same, but resulting in a "bouncing" effect of 1 pixel while the object tried to fall but then bounced back up above the ground or something odd like that.

    After a good night of sleep I started from scratch, used some flags and nested loops and had a "checker" object loop under each enemy and I got it to work exactly how I wanted it to. I don't know 100% what I did differently (probably just programmed it correctly this time lol) but sleeping on it works! Thanks for the reply!

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)

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    Can you please show an example of how you fixed it? It may prove useful to other having a similar issue.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    jn2002dk's Avatar
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    Quote Originally Posted by Ancalagon18 View Post
    With the code I had, it behaved almost the same, but resulting in a "bouncing" effect of 1 pixel while the object tried to fall but then bounced back up above the ground or something odd like that.

    After a good night of sleep I started from scratch, used some flags and nested loops and had a "checker" object loop under each enemy and I got it to work exactly how I wanted it to. I don't know 100% what I did differently (probably just programmed it correctly this time lol) but sleeping on it works! Thanks for the reply!
    Yea, i know that feeling

    Glad you got it working

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