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seen Jul 19 '13 at 8:40

Mar
28
awarded  Popular Question
May
13
awarded  Commentator
May
13
accepted Collision with tile corners/seams in 2D platformer
May
13
comment Collision with tile corners/seams in 2D platformer
I just implemented 1, it was easy to code and it works very well! However, I had also to check that the movement direction is such that it can collide. For example when "walking off" a tile I sometimes had a collision, since the side where I was walking to was empty. After adding the direction check, it seems to work flawlessly.
May
13
comment Collision with tile corners/seams in 2D platformer
This looks very good! I'll test and report back.
May
13
comment Collision with tile corners/seams in 2D platformer
I could think of one situation, i.imgur.com/JLRyq.png. Assuming the boxes are close enough and/or the time step is large enough, if you update y before x it could collide with the above box, even though in reality it should not (not sure if this is clear from the picture, but I tried to make it so that the boxes just barely avoid each other)
May
13
comment Collision with tile corners/seams in 2D platformer
To the first of your 2 comments: yes, you understood correctly. The the second: that's very clever way of doing things and I do think it could work. However, I'm not sure if that's a bullet-proof solution, since the order in which axes are checked could affect the result. It's likely not an issue apart from large velocities or big time steps, but I would still prefer something that was "correct". Moreover, I would like to separate movement and collision checks instead of interleaving them. I will try your solution, but I'm still interested in hearing other suggestions. :)
May
13
comment Collision with tile corners/seams in 2D platformer
Good to know. I will try to investigate. In the mean time, I uploaded an illustration of the problem to the OP.
May
13
revised Collision with tile corners/seams in 2D platformer
added 104 characters in body
May
13
comment Collision with tile corners/seams in 2D platformer
I had not read that, but I don't think it is a solution for my problem. Elaboration: The problem occurs even when not moving diagonally. I suspect a key difference is that in my game there is momentum, so losing speed for even one step in physics is enough to ruin the experience.
May
13
asked Collision with tile corners/seams in 2D platformer
May
9
awarded  Scholar
May
9
accepted How is JS source protected in Chrome games?
May
9
comment How is JS source protected in Chrome games?
That is certainly one part of the equation, but it doesn't answer my question of how they have hidden even the obfuscated code.
May
9
asked How is JS source protected in Chrome games?
Jan
6
awarded  Editor
Jan
6
awarded  Student