[A83] Re: Collision detection Routine
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[A83] Re: Collision detection Routine
At 12:34 PM 3/15/01 -0800, you wrote:
>Hey everyone! I'm rather new to the list and programming in z80
altogether. I've made a couple simple programs and ports and now I'm
working on something bigger than I have ever tried before, Snood for Ion.
I am unsure whether you have played it before, but it is a rather addicting
reverse Tetris-like game where you shoot different shaped "snoods" (for
lack of a better word) up and they can bounce off the walls and stick to
the ceiling or another snood. The problem i am having is developing an
adequate collision/bouncing/sticking routine. Is this even possible? Any
help would be greatly appreciated.
>Thank you very much for you time,
>Steve
>
If you launch a projectile with a rise and run in pixels (faster than
polar) then you simply invert the run (if it bounces off a vertical wall)
or the rise (when ift bounces off the hirizontal wall).
For collision, I don't know if you are using a Tetris0style block system or
an analog block system. The Tetris block system is simle, just check for
an occupied tile accross the piece. For an analog type thing, it is
fastest to use square blocks otr at least a square collision box (The TI-83
screen doesn't show detail enough to matter). You check to see if any
other blocks are within a distance equal to the length of one side of the
box on the X or Y direction. It gets long in ASM, and will probably be very
spagetti-ish.
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