Jump to content

Arcade Physics, map collision with slope


eugenioclrc
 Share

Recommended Posts

Just to check, is there anyway of making half triangle collisions with arcade physics?

 

Im working on implement them hacking the function intersects of the Phaser.Tile object.

 

 

Som code ideas have been taking from here;

http://gamedev.stackexchange.com/questions/27962/how-can-i-do-fast-triangle-square-vs-triangle-collision-detection

 

Also read this;

http://gamedev.stackexchange.com/questions/8336/how-was-collision-detection-handled-in-the-legend-of-zelda-a-link-to-the-past

 

 

Should i keep working or there is another work around??

 

 

PD: i have try the ninja physics but i dont like them

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...