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Found 2 results

  1. Hi, I'm trying to implement a walking up/down vertical stairs, for example from the ground to the roof. Unfortunately I have no completely working ideas. Somehow player's mesh should: 1. With WS keys move Up/Down when he is next to the stairs; 2. When he is at the top of the stairs - he should go forward instead of Up, to the roof, without falling down after disconnecting from the stairs; 3. When his mesh is walking down and reaching the ground - he should "disconnect" from the stairs and start walking normally with the same S key pressed. Could you give me some ideas how this should be implemented? Thanks! NOTE: vertical stairs not standard diagonal, but vertical. Like here -
  2. Hello everyone, I've been working on a little something for a while now (top-down classic rpg) using phaser. For the most part it works quite well, but there is just one thing that I can't seem to get the hang of... Side-on staircases. Forward facing staircases are no problem at all, but the real challenge comes when attempting to create side on stair cases like we see in the image attached. I've made progress enough to get the player sprite to move up and down at a 45 degree angle, and 'almost' so that you aren't able to walk off the edges and only each end. But it's very tacky and feels hacked together, since it's using a simple check of tile properties to determine whether they are a staircase tile or not. When variation comes in to it, the whole thing falls apart, considering all the different types of staircases / entrances or exits you might have. It's particularly challenging since I'm using arcade physics, I was thinking of moving to P2 so I can do a polygon check instead, thus allowing you to only travel 45 degrees while stood on that particular area. Has anyone else come across this problem before? Am I perhaps missing a blatantly obvious answer (aside just not bothering at all)? Many thanks