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Arcade Physics, map collision with slope


eugenioclrc
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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

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