marvster Posted July 3, 2014 Share Posted July 3, 2014 Hi everybody, can anyone explain what's all about this interestingFace feature of Tiles?I can't figure out, if it's there for a specific (internal) reason, or if it's just free to use and how to use it probably. Background:I'm working on a grid based movement with tweens right now and figured out how to use collision of tiles to figure out if an object can tween here, or not (without depending on physics actual). Now I focus on movable objects (player vs player, player vs npc, npc vs npc). And my idea is, to reserve (block) a tile when the object is tweening to it, while I release the origin tile. This while prevent that more than one object can target for the same tile. As it would be nice to have additional information, like if it's worth evaluating for additional interaction and to keep the map as constistent as possible I would unlikely use collision flags here and go for an other solution.The interesting faces looks like the ones I could need. Link to comment Share on other sites More sharing options...
rich Posted July 3, 2014 Share Posted July 3, 2014 If a tile has an "interesting" face, it basically means you can collide with it. Two tiles joined together, side by side, would have their adjacent faces set to "non-interesting" for example. clark 1 Link to comment Share on other sites More sharing options...
marvster Posted July 3, 2014 Author Share Posted July 3, 2014 Thanks alot!To be clear, this would mean it would be safer (in sense of separating collision-flagging and in-occupy-flagging) aiming for an own property to check with? Link to comment Share on other sites More sharing options...
marvster Posted July 3, 2014 Author Share Posted July 3, 2014 I've decided to use my own property now, as it would be cool not just to know if it's blocked, but also why.So I tweak evaluation speed a bit.Thanks so far! Link to comment Share on other sites More sharing options...
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