I have been working on a way to do collision detection forever, and just can't figure it out. Here's my simple 2D array:
for (int x = 0; x < 16; x++) {
for (int y = 0; y < 16; y++) {
map[x][y] = AIR;
if(map[x][y] == AIR) {
air.draw(x * tilesize, y * tilesize);
}
}
}
for (int x = 0; x < 16; x++) {
for (int y = 6; y < 16; y++) {
map[x][y] = GRASS;
if(map[x][y] == GRASS) {
grass.draw(x * tilesize, y * tilesize);
}
}
}
for (int x = 0; x < 16; x++) {
for (int y = 8; y < 16; y++) {
map[x][y] = STONE;
if(map[x][y] == STONE) {
stone.draw(x * tilesize, y * tilesize);
}
}
}
I want to do it with rectangles, and using the intersect() method, but how would I go about adding rectangles to all the tiles?
Edit:
My player moves like this:
if(input.isKeyDown(Input.KEY_W))
{
shiftY -= delta * speed;
idY = (int) shiftY;
if(shift == true)
{
shiftY -= delta * runspeed;
}
if(isColliding == true)
{
shiftY += delta * speed;
}
}
if(input.isKeyDown(Input.KEY_S))
{
shiftY += delta * speed;
idY = (int) shiftY;
if(shift == true)
{
shiftY += delta * runspeed;
}
if(isColliding == true)
{
shiftY -= delta * speed;
}
}
if (input.isKeyDown(Input.KEY_A)) {
steve = left;
shiftX -= delta * speed;
idX = (int) shiftX;
if(shift == true)
{
shiftX -= delta * runspeed;
}
if(isColliding == true)
{
shiftX += delta * speed;
}
}
if (input.isKeyDown(Input.KEY_D)) {
steve = right;
shiftX += delta * speed;
idX = (int) shiftX;
if(shift == true)
{
shiftX += delta * runspeed;
}
if(isColliding == true)
{
shiftX -= delta * speed;
}
}
(I have tried my own collision code, but its horrible. Doesn't work in the slightest)
map[x][y]
and then checking the value immediately after, which is always going to be true. \$\endgroup\$