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comment Why do we use the Pythagorean theorem in game physics?
I made a little interactive demo of the Pythagorean Theorem, using it to calculate distances and check for collisions. It may be helpful: lucastulio.tumblr.com/post/79909961404/…
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Feb
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comment Getting entity type object
You can, if they all inherit from the same super type. Let's say the super type is Shape. Shape would have 3 subclasses: Rectangle, Circle and Square. Then you can create an ArrayList<Shape>. You should look into Inheritance and other OOP concepts.
Jan
21
answered Isometric objects are mapped incorrect angle, but the map is fine. What am I missing?
Jan
21
answered How much mathematics is involved in video game development?
Jan
21
revised How do I detect and handle collisions using a tile property with Slick2D?
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30
comment How can I make the “Strength” attribute more attractive to Wizard/Caster classes in a RPG game?
I like the approach, although I feel like Constitution may be the appropriate attribute here, instead of Strength. A Wizard with more Constitution would be able to cast more spells before becoming exhausted.
Jul
19
comment How do I detect and handle collisions using a tile property with Slick2D?
It seems like you are not instantiating your map object and we're starting to get a little off topic here. You should learn to run your game on debug mode to easily fix these kinds of errors. If you're using Eclipse, it's quite easy. A few minutes on Google and you'll master it.
Jul
19
comment How do I detect and handle collisions using a tile property with Slick2D?
I updated my answer explaining this. You'll keep using the intersects method, but now you'll test it against the List of Rectangles in the TiledMap.
Jul
19
revised How do I detect and handle collisions using a tile property with Slick2D?
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Jul
19
revised TiledMaps and real objects
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Jul
19
comment How do I detect and handle collisions using a tile property with Slick2D?
In my example, the tile property reader is inside a Class that extends Slick's TiledMap. It's just a matter of where your TiledMap object is.