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It would be very helpful for collision detection etc if each sprite returned by the tile_map.atRect etc functions had an additional rect returned: tilemaprect. So we could know .tilemaptop, left, bottom, right, tilemapCOL, tilemapROW.
Why? I store all pickups in a platormer in the tilemap for speed (rendering AND collision). Then you hit a coin, you can't remove it from the tilemap without first CALCULATING which tilemap tile was returned via the sprite's x,y. Then you have to SEARCH the array at the tilemap[row][col][] you calculated to find the sprite in question if there are more than one. All this just to remove a coin from the tilemap.
Essentially I'd love a "this is the tilemap you hit" data to make accessing (changing) the tilemap more intuitive.
P.S. YOU ROCK! Forgive all the requests - I know you're busy. Just an idea you may want to consider for a "someday" upgrade.
The text was updated successfully, but these errors were encountered:
It would be very helpful for collision detection etc if each sprite returned by the tile_map.atRect etc functions had an additional rect returned: tilemaprect. So we could know .tilemaptop, left, bottom, right, tilemapCOL, tilemapROW.
Why? I store all pickups in a platormer in the tilemap for speed (rendering AND collision). Then you hit a coin, you can't remove it from the tilemap without first CALCULATING which tilemap tile was returned via the sprite's x,y. Then you have to SEARCH the array at the tilemap[row][col][] you calculated to find the sprite in question if there are more than one. All this just to remove a coin from the tilemap.
Essentially I'd love a "this is the tilemap you hit" data to make accessing (changing) the tilemap more intuitive.
P.S. YOU ROCK! Forgive all the requests - I know you're busy. Just an idea you may want to consider for a "someday" upgrade.
The text was updated successfully, but these errors were encountered: