#Dev Log 12
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Good honest session today.
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Changed my collision resolution as it seemed to be causing me alot of trouble and hurting preformance.
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Now using polygon collision detection instead of mask collision as it greatly improves preformance and simplicty of colllision resolution.
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Although that is still not perfect.
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I had it working quite well to a point but once I tried to prevent wall riding through on ground variables set to True or False, everyhting seemed to go wibledy wobeldy from there.
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My collision detection works as follow:
- Dictionary of tiles is made, each tile with a rect and id (needed to make certain tile types do different things).
. - From that list, add the tiles with rectangles that colide with the player into a new list
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3.With this list, I then draw a mask on the tile, setting the co-ordinates to the corners of the rect
. - Last step, use self.polygon_collision() to check for collision
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This worked without a hitch, but my collision resolution sytem is not so flawless.
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This has been a 3ish day long ordeal, but I want to get it solved now so that once I’ve got the basics done I can divert my attention to more fun things like gun abilities, kill tiles, moving platforms, ect.
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Progress is not necessarily slow, just stuck on one convoluted thing. I hope I get things sorted soon, this is starting to be a real de-motervator.
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But I got that frisk undertale in me so I’ll stay DETERMINED!!!
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