Newbs need help with collision detection.

Understanding the language, error messages, etc.

Re: Newbs need help with collision detection.

Postby Duhjoker » Wed Aug 10, 2016 2:28 am

ok I placed the new code in the void loop where you said and im getting both cameray and camerax are not declared in this scope. I tried adding brackets and even added void render() but im stuck

Code: Select all
#include <SPI.h>
#include <Gamebuino.h>
Gamebuino gb;



const byte room_1_1[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,2,2,2,2,2,2,
2,2,2,2,2,1,4,8,8,2,2,2,2,2,2,
2,2,2,2,4,8,8,8,8,2,2,2,2,2,2,
2,2,2,4,8,8,8,8,8,2,2,2,2,2,2,
2,2,4,8,8,8,8,8,8,3,2,2,2,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
2,2,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,2,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};

const byte room_1_2[] PROGMEM = {15,9,
8,8,
2,0,8,0,8,0,8,8,8,0,8,0,8,0,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
4,8,8,8,8,0,8,8,8,0,8,0,8,0,8,
8,0,8,0,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,0,8,8,8,0,8,0,8,0,8,
8,0,8,0,8,8,8,8,8,8,8,8,8,8,8,
6,8,8,8,8,0,8,8,8,0,8,0,8,0,8,
2,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,2};

const byte room_1_3[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
3,2,2,2,8,8,8,8,8,8,8,8,3,2,2,
8,3,2,2,8,8,8,8,8,8,8,8,8,2,2,
8,8,3,2,8,8,8,8,7,8,8,8,8,3,2,
8,8,8,8,8,8,8,7,8,7,8,8,8,8,8,
8,8,8,8,8,8,8,8,7,8,8,8,8,5,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,2,2,
8,8,5,2,6,8,8,8,8,8,8,8,5,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};

const byte room_1_4[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,4,3,2,2,2,2,2,
2,2,2,2,2,2,2,4,8,8,8,8,3,2,2,
2,2,2,2,4,8,8,8,8,8,8,8,8,2,2,
3,4,3,4,8,8,8,8,8,8,8,8,8,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
5,6,5,6,8,8,8,8,8,8,8,8,8,2,2,
2,2,2,2,6,8,8,8,8,8,8,8,8,2,2,
2,2,2,2,2,2,2,6,8,8,8,8,8,2,2,
2,2,2,2,2,2,2,2,6,5,2,2,2,2,2};

const byte room_1_5 [] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,8,8,8,0,
2,4,8,8,8,8,8,8,8,8,8,8,8,8,8,
4,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,11,17,17,17,17,17,17,17,
6,8,8,8,8,8,8,11,16,16,16,16,16,16,16,
2,2,2,6,8,8,8,10,16,16,16,16,16,16,16,
2,2,2,2,2,2,2,10,16,16,16,16,16,16,16};

const byte room_1_6[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};

const byte room_1_7[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};

const byte room_1_8[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
8,8,2,2,2,2,2,2,2,2,2,2,2,2,2,
8,8,3,2,4,3,4,3,4,3,2,4,3,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
17,17,17,17,17,17,17,17,17,17,17,17,17,17,17,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};

const byte room_1_9[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,8,10,16,16,16,16,
4,3,2,4,3,2,4,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
17,17,17,17,17,17,17,17,17,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16};


const byte room_2_1[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,4,8,8,8,8,8,8,2,8,8,8,3,2,
2,4,8,8,7,8,7,8,8,8,8,7,8,8,3,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,7,8,7,8,8,8,8,7,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
2,6,8,8,7,8,7,8,8,8,8,7,8,8,5,
2,2,6,8,8,8,8,8,8,2,8,8,8,5,2,
2,2,2,2,2,2,2,8,8,2,2,2,2,2,2};

const byte room_2_2[] PROGMEM = {15,9,
8,8,
2,0,8,0,8,0,8,8,8,0,8,0,8,8,0,
2,0,8,8,8,8,8,8,8,8,8,8,8,8,2,
4,8,8,8,0,8,8,8,8,0,8,8,0,8,8,
8,8,0,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,0,8,0,8,8,0,8,0,8,8,8,
8,8,0,8,8,8,8,8,8,8,8,8,8,8,8,
6,8,8,8,0,8,8,8,8,0,8,8,0,8,8,
2,0,8,8,8,8,8,8,8,8,8,8,8,8,2,
2,0,8,0,8,0,8,8,8,0,8,0,8,8,0};

const byte rooom_2_3[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,0,8,8,8,11,16,16,16,
0,0,8,8,8,8,8,8,8,8,8,10,16,16,16,
0,8,8,8,8,8,0,8,8,0,8,10,16,16,16,
8,8,8,0,8,8,8,8,8,8,8,10,16,16,16,
8,8,8,8,8,8,0,8,8,8,8,9,15,15,15,
8,8,8,0,8,8,8,8,8,8,8,8,8,8,8,
0,8,8,8,8,8,0,8,8,8,8,8,8,8,8,
0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

const byte room_2_4[] PROGMEM = {15,9,
8,8,
16,16,16,14,8,8,8,0,0,0,8,0,0,8,0,
16,16,16,14,8,8,8,0,0,0,8,0,0,8,0,
16,16,16,14,8,8,8,8,8,8,8,8,8,8,8,
15,15,15,12,8,8,8,0,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

const byte room_2_5[] PROGMEM = {15,9,
8,8,
0,8,0,8,8,8,0,8,0,8,0,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,0,8,8,8,8,
8,8,0,8,8,8,0,8,0,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,0};

const byte room_2_6[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,8,0,0,0,0,8,0,0,0,
0,0,0,0,0,0,0,8,0,0,8,8,8,8,8,8,
0,0,0,0,0,0,0,8,0,8,8,8,8,0,0,0,
8,8,8,8,8,8,8,8,0,8,8,8,8,0,0,0,
8,8,8,8,8,8,8,8,0,8,8,8,8,0,0,0,
8,8,8,8,8,8,8,8,0,8,8,8,8,0,0,0,
0,0,0,0,0,0,0,0,0,8,8,8,8,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

const byte room_2_7[] PROGMEM = {15,9,
8,8,
0,0,0,8,0,0,0,0,0,0,0,0,0,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,0,8,8,0,0,
0,0,8,8,0,0,0,0,0,0,0,0,0,8,0,0,
0,0,8,8,0,0,0,0,0,0,0,0,0,8,8,8,
0,0,8,8,0,0,0,0,0,0,0,0,0,8,8,8,
0,0,8,8,0,0,0,0,0,0,0,0,0,8,8,8,
0,0,8,8,0,0,0,0,0,0,0,0,0,0,0,0,
8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

const byte room_2_8[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,4,8,8,8,8,8,3,2,2,2,4,8,3,2,
2,8,8,8,8,8,8,8,3,2,4,8,8,8,2,
8,8,8,8,0,8,8,8,8,8,8,8,0,8,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,2,
2,8,8,8,0,8,8,8,8,8,8,8,0,8,2,
2,8,8,8,8,8,8,8,5,2,6,8,8,8,2,
2,6,8,8,8,8,8,5,2,2,2,6,8,5,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};

const byte room_2_9[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,8,10,16,16,16,16,
2,2,2,2,2,2,4,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
8,8,8,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,2,6,8,8,8,10,16,16,16,16,
2,2,2,2,2,2,2,8,8,8,10,16,16,16,16};

const byte room_3_1[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,0,8,0,8,8,8,0,8,0,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,0,8,0,8,0,8,0,8,0,8,0,8,0,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,0,8,0,8,8,8,0,8,0,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

const byte room_3_2[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,8,8,8,0,0,0,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,8,8,0,8,8,8,0,8,0,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,8,8,0,8,8,8,0,8,0,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,8,8,0,8,8,8,0,8,0,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,0,8,0,8,8,8,0,8,0,8,0};

const byte room_3_3[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,8,8,8,0,0,0,0,0,
0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,
0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,
0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,8,7,8,8,8,8,8,8,8,8,8,8,8,
0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,
0,0,8,8,8,0,0,8,8,8,0,0,0,0,0,
0,0,0,0,0,0,0,8,8,8,0,0,0,0,0};

const byte room_3_4[] PROGMEM ={15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
17,17,17,14,8,8,8,8,8,8,8,8,8,8,8,
16,16,16,13,8,8,8,8,8,8,8,8,8,8,8,
16,16,16,13,8,8,8,0,0,0,8,0,0,8,0,
16,16,16,13,8,8,8,0,0,0,8,0,0,8,0};

const byte room_3_5[] PROGMEM = {15,9,
8,8,
0,8,0,8,8,8,0,8,0,8,0,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,0,8,8,8,0,8,0,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,0,8,8,8,8,
8,8,0,8,8,8,0,8,0,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,0,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,8,0,8,8,8,0,8,0,8,0,8,8,8,0};

const byte room_3_6[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,0,0,0,0,0,0,0,0,0,0,8,8,0,0,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,8,0,0,0,
8,8,8,8,8,8,8,0,0,0,0,8,0,0,0,
0,0,0,0,0,0,8,0,0,0,0,8,0,0,0};

const byte room_3_7[] PROGMEM = {15,9,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0};

const byte room_3_8[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,4,8,8,8,8,8,3,2,2,2,4,8,3,2,
2,8,8,8,8,8,8,8,3,2,4,8,8,8,2,
8,8,8,8,0,8,8,8,8,8,8,8,0,8,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,2,
8,8,8,8,0,8,8,8,8,8,8,8,0,8,2,
2,8,8,8,8,8,8,8,5,2,6,8,8,8,2,
2,6,8,8,8,8,8,5,2,2,2,6,8,5,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};

const byte room_3_9[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,4,8,8,8,8,10,16,16,16,16,
2,2,2,2,4,8,8,8,8,8,10,16,16,16,16,
2,2,2,4,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,6,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,6,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,8,8,8,8,8,10,16,16,16,16};


const byte room_4_1[] PROGMEM = {15,9,
8,8,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

const byte room_4_2[] PROGMEM = {15,9,
8,8,
16,16,16,16,16,16,13,8,8,8,0,0,0,0,0,
16,16,16,16,16,16,13,8,8,8,8,8,8,0,0,
16,16,16,16,16,16,13,8,8,8,8,8,8,0,0,
15,15,15,15,15,15,12,8,8,8,8,8,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,0,0,0,0,0,0,8,8,8,0,0,0,0,0};

const byte room_4_3[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,4,8,8,8,8,8,8,8,8,8,8,8,3,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,8,2,
2,8,0,8,8,11,17,17,17,14,8,8,0,8,2,
2,8,8,8,8,10,16,16,16,13,8,8,8,8,2,
2,8,0,8,8,9,15,15,15,12,8,8,0,8,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,8,2,
2,6,8,8,8,8,8,8,8,8,8,8,8,5,2,
2,2,2,2,2,2,2,8,8,8,2,2,2,2,2};

const byte room_4_4[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,8,2,2,2,2,2,
2,2,4,8,8,8,8,8,8,8,8,8,3,2,2,
2,4,8,8,8,8,8,8,8,8,8,8,8,3,2,
8,8,8,8,0,8,8,8,8,8,0,8,8,8,8,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,0,8,8,8,8,8,0,8,8,8,8,
2,6,8,8,8,8,8,8,8,8,8,8,8,5,2,
2,2,6,8,8,8,8,8,8,8,8,8,5,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};

const byte room_4_5[] PROGMEM ={15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,0,8,8,8,0,
0,8,8,8,8,0,8,8,8,8,0,8,8,8,0,
8,8,8,8,8,8,8,0,8,8,0,8,8,8,0,
8,8,0,8,8,0,8,8,8,8,0,8,8,8,0,
8,8,8,8,8,8,8,0,8,8,0,8,8,8,0,
0,8,8,8,8,0,8,8,8,8,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,0,8,8,8,0,
0,8,0,8,8,8,0,8,0,8,0,8,8,8,0};

const byte room_4_6[] PROGMEM = {15,9,
8,8,
2,2,4,3,2,2,18,2,2,2,4,3,2,2,2,
2,4,8,8,3,2,18,2,2,2,8,8,8,2,2,
2,8,8,8,8,2,18,2,2,4,8,8,8,2,2,
4,8,8,8,8,3,18,2,2,4,8,8,8,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
6,8,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,8,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,6,5,2,2,6,5,2,2,2,6,5,2,2,2};

const byte room_4_7[] PROGMEM = {15,9,
8,8,
0,8,0,8,0,8,0,8,8,8,0,8,0,8,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
0,8,8,8,8,8,0,8,8,8,0,8,8,8,0,
8,8,0,8,0,8,8,8,0,8,8,8,0,8,8,
8,8,8,8,8,8,0,8,8,8,0,8,8,8,8,
8,8,0,8,0,8,8,8,0,8,8,8,0,8,8,
0,8,8,8,8,8,0,8,8,8,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
0,0,0,8,0,0,0,0,0,0,0,0,8,0,0};

const byte room_4_8[] PROGMEM = {15,9,
8,8,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
8,8,8,8,0,8,8,8,8,8,0,8,8,8,0,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
8,8,8,8,0,8,8,8,8,8,0,8,8,8,0,
0,8,8,8,8,8,8,8,8,8,8,8,8,8,0,
0,0,8,8,8,8,8,8,8,8,8,8,8,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

const byte room_4_9[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,4,8,8,8,8,10,16,16,16,16,
2,2,2,2,4,8,8,8,8,8,10,16,16,16,16,
2,2,2,4,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,8,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,6,8,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,6,8,8,8,8,8,10,16,16,16,16,
2,2,2,2,2,8,8,8,8,8,10,16,16,16,16};

const byte bush[] PROGMEM = {B00101100,B01010010,B10001001,B01000010,B10010001,B01001010,B00100100,B01111110,};
const byte port_noir[] PROGMEM = {B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,};
const byte rock_terrain_master[] PROGMEM = {B01001101,B10100100,B10010001,B01001010,B10010000,B01100101,B10001001,B01011010,};
const byte rock_valley_ne[] PROGMEM = {B10101010,B10010101,B01000100,B00101001,B00110010,B00001010,B00000100,B00000011,};
const byte rock_valley_nw[] PROGMEM = {B01010101,B10101001,B00100010,B10010100,B01001100,B01010000,B00100000,B11000000,};
const byte rock_valley_se[] PROGMEM = {B00000011,B00000100,B0011001,B00010010,B00101001,B01000110,B10110001,B10001010,};
const byte rock_valley_sw[] PROGMEM = {B11000000,B00100000,B10011000,B01001000,B10010100,B01100010,B10001101,B01010001,};
const byte turtle_rock[] PROGMEM = {B01101100,B10110010,B11010001,B01010101,B01010010,B10011001,B10000001,B11111110,};
const byte void_tile[] PROGMEM = {B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,};
const byte water_left_bottom[] PROGMEM = {B10001111,B10000000,B11110000,B10000000,B10001111,B10000000,B11110000,B11111111,};
const byte water_left_middle[] PROGMEM = {B10001111,B10000000,B11110000,B10000000,B10001111,B10000000,B11110000,B10000000,};
const byte water_left_top[] PROGMEM = {B11111111,B10000000,B11110000,B10001111,B10000000,B10000000,B11110000,B10000000,};
const byte water_right_bottom[] PROGMEM = {B1110001,B00000001,B0000111,B00000001,B11110001,B00000001,B00001111,B11111111,};
const byte water_right_middle[] PROGMEM = {B11110001,B00000001,B00001111,B00000001,B11110001,B00000001,B00001111,B00000001,};
const byte water_right_top[] PROGMEM = {B11111111,B00000001,B00001111,B00000001,B11110001,B00000001,B00001111,B00000001,};
const byte water_middle_bottom[] PROGMEM = {B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,B00001111,B11111111,};
const byte water_middle_middle[] PROGMEM = {B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,B00001111,B00000000,};
const byte water_middle_top[] PROGMEM = {B11111111,B00000000,B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,};
const byte steps[] PROGMEM = {B10000001,B01111110,B10000001,B01111110,B10000001,B01111110,B10000001,B01111110,};

const byte *spritesheet[] = {bush, port_noir, rock_terrain_master, rock_valley_ne,
rock_valley_nw, rock_valley_se, rock_valley_sw, turtle_rock, void_tile, water_left_bottom,
water_left_middle, water_left_top, water_right_bottom, water_right_middle, water_right_top,
water_middle_bottom, water_middle_middle, water_middle_top, steps};

const byte sever_front_black[] PROGMEM = {8,8,0x39,0x7d,0x01,0x01,0xfe,0x01,0x7c,0x46};
const byte sever_front_grey[] PROGMEM = {8,8,0x82,0x82,0xd6,0x7c,0x01,0xa8,0x00,0x00,};
const byte sever_left_black[] PROGMEM = {8,8,0x9f,0xbe,0x80,0x82,0x7f,0x00,0x3e,0x62,};
const byte sever_left_grey[] PROGMEM = {8,8,0x00,0x00,0x17,0x3c,0x00,0x95,0x00,0x00,};
const byte sever_rear_black[] PROGMEM = {8,8,0x9c,0xbe,0xbe,0x80,0x7f,0x88,0x3e,0x62,};
const byte sever_rear_grey[] PROGMEM = {8,8,0x41,0x41,0x7f,0x3e,0x80,0x15,0x00,0x00,};
const byte sever_right_black[] PROGMEM = {8,8,0xf9,0x7d,0x01,0x41,0xfe,0x00,0x7c,0x46,};
const byte sever_right_grey[] PROGMEM = {8,8,0x00,0x00,0xe8,0x3c,0x00,0xa9,0x00,0x00,};

  int player_x = 70;
  int player_y = 70;
  int player_direction = 0;

int x=0,y=0;


void setup() {
  gb.begin();
  gb.titleScreen(F("test"));
  gb.setFrameRate(62);
  gb.display.persistence = false;
}

/////////PLAYER_MOVEMENT\\\\\\\\\

void loop() {
  if(gb.update()){
    if (gb.buttons.repeat(BTN_RIGHT,1));//{x--;}
    if (gb.buttons.repeat(BTN_LEFT,1));//{x++;}
    if (gb.buttons.repeat(BTN_DOWN,1));//{y--;}
    if (gb.buttons.repeat(BTN_UP,1));//{y++;}
   
//////camera controls
           if(player_x > 64 ) {camerax-=2; player_x -=2;}    //Y Scrolling  right
else  if(player_x < 10 ){camerax+=2; player_x +=2;}   //Y Scrolling  left
        if(player_y > 28 ) {cameray-=2; player_y -=2;}    //Y Scrolling  Down
else  if(player_y < 10 ){cameray+=2; player_y +=2;}   //Y Scrolling  Up
     gb.display.drawTilemap(camerax,cameray,room_1_1,spritesheet); // draw the tilema
//    gb.display.cursorY = 12; gb.display.println( x );gb.display.println( y );

 if(gb.buttons.repeat(BTN_UP,1)){
       gb.display.setColor(BLACK);{
    gb.display.drawBitmap(player_x,player_y,sever_rear_black);
       }
    gb.display.setColor(GRAY);{
    gb.display.drawBitmap(player_x,player_y,sever_rear_grey);
    }
      player_direction = 1;
      player_y = player_y - 1;
      if(checkcolision())player_y++;  // ADD by Summoner123 - If have colision on the new position regreat one Pixel
      }

     
    if(player_y <= 0){
      player_y = 0;}



    if(gb.buttons.repeat(BTN_DOWN,1)){
      gb.display.setColor(BLACK);{
    gb.display.drawBitmap(player_x,player_y,sever_front_black);
    }
     gb.display.setColor(GRAY);{
    gb.display.drawBitmap(player_x,player_y,sever_front_grey);
    }
      player_direction = 2;
      player_y = player_y + 1;
      if(checkcolision())player_y--;  // ADD by Summoner123 - If have colision on the new position regreat one Pixel
      }
     
    if(player_y >= 40){
      player_y = 40;}
 


    if(gb.buttons.repeat(BTN_RIGHT,1)){
       gb.display.setColor(BLACK);{
    gb.display.drawBitmap(player_x,player_y,sever_right_black);
    }
     gb.display.setColor(GRAY);{
    gb.display.drawBitmap(player_x,player_y,sever_right_grey);
    }
      player_direction = 3;
      player_x = player_x + 1;
      if(checkcolision())player_x--;  // ADD by Summoner123 - If have colision on the new position regreat one Pixel
      }
     
     
    if(player_x >= 77){
      player_x = 77;}


    if(gb.buttons.repeat(BTN_LEFT,1)){
       gb.display.setColor(BLACK);{
    gb.display.drawBitmap(player_x,player_y,sever_left_black);
    }
    gb.display.setColor(GRAY);{
    gb.display.drawBitmap(player_x,player_y,sever_left_grey);
    }
      player_direction = 4;
      player_x = player_x - 1;
     
      if(checkcolision())player_x++;  // ADD by Summoner123 - If have colision on the new position regreat one Pixel
      }
     
    if(player_x <= -2){
      player_x = -2;}
     
      ////////////PLAYER DIRECTION/////////////

 if (player_direction == 1){
        gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,sever_rear_black);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,sever_rear_grey);
        }
 }
     
      else if (player_direction == 2){
        gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,sever_front_black);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,sever_front_grey);
        }
      }
else if (player_direction == 3){
        gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,sever_left_black);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,sever_left_grey);
        }
}
      else if (player_direction == 4){
        gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,sever_right_black);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,sever_right_grey);
        }
      }
      else {  gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,sever_front_black);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,sever_front_grey);
        }
      }
}
 
}
     bool checkcolision() // Transformed it into a function
   {
    uint16_t i;
     for(i=0; i < gb.display.numcolision + 1; i++)
   {
    if(gb.collideRectRect(player_x,player_y,6,6,gb.display.solid[i].x,gb.display.solid[i].y,8,8))
    {
          if(gb.display.solid[i].spritecol == void_tile); //Do nothing because it's floor - This line not needed
          if(gb.display.solid[i].spritecol == bush);
else      if(gb.display.solid[i].spritecol == port_noir);
else      if(gb.display.solid[i].spritecol == rock_terrain_master);//{gb.popup(F(" ""Rock"" "),1); return true;} //Return True if character have touched the wall
else      if(gb.display.solid[i].spritecol == rock_valley_ne);
else      if(gb.display.solid[i].spritecol == rock_valley_nw);
else      if(gb.display.solid[i].spritecol == rock_valley_se);
else      if(gb.display.solid[i].spritecol == rock_valley_sw);
else      if(gb.display.solid[i].spritecol == turtle_rock);
else      if(gb.display.solid[i].spritecol == water_left_bottom);
else      if(gb.display.solid[i].spritecol == water_left_middle);
else      if(gb.display.solid[i].spritecol == water_left_top);
else      if(gb.display.solid[i].spritecol == water_right_bottom);
else      if(gb.display.solid[i].spritecol == water_right_middle);
else      if(gb.display.solid[i].spritecol == water_right_top);
else      if(gb.display.solid[i].spritecol == water_middle_bottom);
else      if(gb.display.solid[i].spritecol == water_middle_middle);
else      if(gb.display.solid[i].spritecol == water_middle_top);
 
      }
   }
    //return false; // Return false if don't touch anything
  }     

User avatar
Duhjoker
 
Posts: 446
Joined: Sat Jul 02, 2016 4:57 am
Location: Where Palm trees grow

Re: Newbs need help with collision detection.

Postby Duhjoker » Wed Aug 10, 2016 5:45 am

Driving me nuts!!! I've tried moving and adding render() and I can't get it to compile. It gives me Camerax or Cameray not declared in this scope if I put it in void render I get bracket errors and I can't figure out where the commands go and Inbetween what brackets.
User avatar
Duhjoker
 
Posts: 446
Joined: Sat Jul 02, 2016 4:57 am
Location: Where Palm trees grow

Re: Newbs need help with collision detection.

Postby naed » Wed Aug 10, 2016 6:13 am

Oh crap, I forgot you need to add

Code: Select all
 int camerax = 0
Int cameray = 0


Before void setup()
User avatar
naed
 
Posts: 140
Joined: Tue May 31, 2016 3:18 pm

Re: Newbs need help with collision detection.

Postby Duhjoker » Wed Aug 10, 2016 7:44 am

Ok cool I did that and now it compiles I removed the void render() and added the above but it accepts
Code: Select all
Int camerax=0,cameray=0;


But now I can't move the character Sprite.
User avatar
Duhjoker
 
Posts: 446
Joined: Sat Jul 02, 2016 4:57 am
Location: Where Palm trees grow

Re: Newbs need help with collision detection.

Postby naed » Wed Aug 10, 2016 7:49 am

Give me 15 mins and I'll post up the code that I have working

EDIT

Code: Select all
#include <SPI.h>
#include <Gamebuino.h>
Gamebuino gb;



const byte tilemap[] PROGMEM = {15,9,
8,8,
2,2,2,2,2,2,2,8,8,2,2,2,2,2,2,
2,2,2,2,2,1,4,8,8,2,2,2,2,2,2,
2,2,2,2,4,8,8,8,8,2,2,2,2,2,2,
2,2,2,4,8,8,8,8,8,2,2,2,2,2,2,  /////////112x64 pix res
2,2,4,8,8,8,8,8,8,3,2,2,2,2,2,
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
2,2,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,2,8,8,8,8,8,8,8,8,8,8,8,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2};

const byte bush[] PROGMEM = {B00101100,B01010010,B10001001,B01000010,B10010001,B01001010,B00100100,B01111110,};
const byte port_noir[] PROGMEM = {B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,B11111111,};
const byte rock_terrain_master[] PROGMEM = {B01001101,B10100100,B10010001,B01001010,B10010000,B01100101,B10001001,B01011010,};
const byte rock_valley_ne[] PROGMEM = {B10101010,B10010101,B01000100,B00101001,B00110010,B00001010,B00000100,B00000011,};
const byte rock_valley_nw[] PROGMEM = {B01010101,B10101001,B00100010,B10010100,B01001100,B01010000,B00100000,B11000000,};
const byte rock_valley_se[] PROGMEM = {B00000011,B00000100,B0011001,B00010010,B00101001,B01000110,B10110001,B10001010,};
const byte rock_valley_sw[] PROGMEM = {B11000000,B00100000,B10011000,B01001000,B10010100,B01100010,B10001101,B01010001,};
const byte turtle_rock[] PROGMEM = {B01101100,B10110010,B11010001,B01010101,B01010010,B10011001,B10000001,B11111110,};
const byte void_tile[] PROGMEM = {B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,B00000000,};
const byte water_left_bottom[] PROGMEM = {B10001111,B10000000,B11110000,B10000000,B10001111,B10000000,B11110000,B11111111,};
const byte water_left_middle[] PROGMEM = {B10001111,B10000000,B11110000,B10000000,B10001111,B10000000,B11110000,B10000000,};
const byte water_left_top[] PROGMEM = {B11111111,B10000000,B11110000,B10001111,B10000000,B10000000,B11110000,B10000000,};
const byte water_right_bottom[] PROGMEM = {B1110001,B00000001,B0000111,B00000001,B11110001,B00000001,B00001111,B11111111,};
const byte water_right_middle[] PROGMEM = {B11110001,B00000001,B00001111,B00000001,B11110001,B00000001,B00001111,B00000001,};
const byte water_right_top[] PROGMEM = {B11111111,B00000001,B00001111,B00000001,B11110001,B00000001,B00001111,B00000001,};
const byte water_middle_bottom[] PROGMEM = {B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,B00001111,B11111111,};
const byte water_middle_middle[] PROGMEM = {B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,B00001111,B00000000,};
const byte water_middle_top[] PROGMEM = {B11111111,B00000000,B11110000,B00000000,B00001111,B00000000,B11110000,B00000000,};

const byte *spritesheet[] = {bush, port_noir, rock_terrain_master, rock_valley_ne,
rock_valley_nw, rock_valley_se, rock_valley_sw, turtle_rock, void_tile, water_left_bottom,
water_left_middle, water_left_top, water_right_bottom, water_right_middle, water_right_top,
water_middle_bottom, water_middle_middle, water_middle_top};

const byte backblack[] PROGMEM = {8,8,0x7E,0x42,0x42,0x3C,0x7E,0x3C,0x3C,0x24,};
const byte backgrey[] PROGMEM = {8,8,0x1,0x1,0x1,0xC1,0x81,0xC0,0x40,0x0,};
const byte frontblack[] PROGMEM = {8,8,0x7E,0x66,0x42,0x38,0x78,0x38,0x3C,0x24,};
const byte frontgrey[] PROGMEM = {8,8,0x80,0x80,0x80,0x87,0x87,0x7,0x2,0x0,};
const byte leftblack[] PROGMEM = {8,8,0x3E,0x32,0x22,0x1C,0x1C,0x1C,0x1C,0x14,};
const byte leftgrey[] PROGMEM = {8,8,0x0,0x0,0x0,0x60,0x60,0x60,0x40,0x0,};
const byte rightblack[] PROGMEM = {8,8,0x7C,0x4C,0x44,0x38,0x3C,0x38,0x38,0x28,};
const byte rightgrey[] PROGMEM = {8,8,0x2,0x2,0x2,0x2,0x2,0x0,0x0,0x0,};


  int player_x = 50;    //cant get these to center
  int player_y = 35;    //cant get these to center
  int player_direction = 0;

int x=0,y=0; ///if 0 player spite will not move, -50,50 no tilemap

//////CAMERA//////
int camerax = 0 ;
int cameray = 0 ;
int xmax = -100;


void setup() {
  gb.begin();
  gb.titleScreen(F("test"));
  gb.setFrameRate(62);  ////////for sprite
  gb.display.persistence = false;
}

/////////PLAYER_MOVEMENT\\\\\\\\\

void loop() {
  if(gb.update()){
    if (gb.buttons.repeat(BTN_RIGHT,1));{x--;}
    if (gb.buttons.repeat(BTN_LEFT,1));{x++;}
    if (gb.buttons.repeat(BTN_DOWN,1));{y--;}
    if (gb.buttons.repeat(BTN_UP,1));{y++;}


      if(player_x > 64 ) {camerax-=2; player_x -=2;}    //Y Scrolling  right
else  if(player_x < 10 ){camerax+=2; player_x +=2;}   //Y Scrolling  left
 
 
        if(player_y > 28 ) {cameray-=2; player_y -=2;}    //Y Scrolling  Down
else  if(player_y < 10 ){cameray+=2; player_y +=2;}   //Y Scrolling  Up
 
    gb.display.drawTilemap(camerax,cameray,tilemap,spritesheet); // draw the tilemap
//    gb.display.cursorY = 12; gb.display.println( x );gb.display.println( y );

 if(gb.buttons.repeat(BTN_UP,1)){
       gb.display.setColor(BLACK);{
    gb.display.drawBitmap(player_x,player_y,backblack);
       }
    gb.display.setColor(GRAY);{
    gb.display.drawBitmap(player_x,player_y,backgrey);
    }
      player_direction = 1;
      player_y = player_y - 1;
      if(checkcolision())player_y++;  // ADD by Summoner123 - If have colision on the new position regreat one Pixel
      }

     
    if(player_y <= 0){
      player_y = 0;}



    if(gb.buttons.repeat(BTN_DOWN,1)){
      gb.display.setColor(BLACK);{
    gb.display.drawBitmap(player_x,player_y,frontblack);
    }
     gb.display.setColor(GRAY);{
    gb.display.drawBitmap(player_x,player_y,frontgrey);
    }
      player_direction = 2;
      player_y = player_y + 1;
      if(checkcolision())player_y--;  // ADD by Summoner123 - If have colision on the new position regreat one Pixel
      }
     
    if(player_y >= 40){
      player_y = 40;}
 


    if(gb.buttons.repeat(BTN_RIGHT,1)){
       gb.display.setColor(BLACK);{
    gb.display.drawBitmap(player_x,player_y,rightblack);
    }
     gb.display.setColor(GRAY);{
    gb.display.drawBitmap(player_x,player_y,rightgrey);
    }
      player_direction = 3;
      player_x = player_x + 1;
      if(checkcolision())player_x--;  // ADD by Summoner123 - If have colision on the new position regreat one Pixel
      }
     
     
    if(player_x >= 77){
      player_x = 77;}


    if(gb.buttons.repeat(BTN_LEFT,1)){
       gb.display.setColor(BLACK);{
    gb.display.drawBitmap(player_x,player_y,leftblack);
    }
    gb.display.setColor(GRAY);{
    gb.display.drawBitmap(player_x,player_y,leftgrey);
    }
      player_direction = 4;
      player_x = player_x - 1;
     
      if(checkcolision())player_x++;  // ADD by Summoner123 - If have colision on the new position regreat one Pixel
      }
     
    if(player_x <= -2){
      player_x = -2;}
     
      ////////////PLAYER DIRECTION/////////////

 if (player_direction == 1){
        gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,backblack);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,backgrey);
        }
 }
     
      else if (player_direction == 2){
        gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,frontblack);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,frontgrey);
        }
      }
else if (player_direction == 3){
        gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,rightblack);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,rightgrey);
        }
}
      else if (player_direction == 4){
        gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,leftblack);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,leftgrey);
        }
      }
      else {  gb.display.setColor(BLACK);{
        gb.display.drawBitmap(player_x,player_y,frontblack);
      }
        gb.display.setColor(GRAY);{
        gb.display.drawBitmap(player_x,player_y,frontgrey);
        }
      }
}
 
}
     bool checkcolision() // Transformed it into a function
   {
    uint16_t i;
     for(i=0; i < gb.display.numcolision + 1; i++)
   {
    if(gb.collideRectRect(player_x,player_y,8,8,gb.display.solid[i].x,gb.display.solid[i].y,8,8))///changed player_x,y back to 8
    {
        //  if(gb.display.solid[i].spritecol == void_tile); //Do nothing because it's floor - This line not needed
          if(gb.display.solid[i].spritecol == bush) return true;
else      if(gb.display.solid[i].spritecol == port_noir) return true;
else      if(gb.display.solid[i].spritecol == rock_terrain_master) {gb.popup(F(" ""Rock"" "),1); return true;} //Return True if character have touched the wall
else      if(gb.display.solid[i].spritecol == rock_valley_ne) return true;
else      if(gb.display.solid[i].spritecol == rock_valley_nw) return true;
else      if(gb.display.solid[i].spritecol == rock_valley_se) return true;
else      if(gb.display.solid[i].spritecol == rock_valley_sw) return true;
else      if(gb.display.solid[i].spritecol == turtle_rock) return true;
else      if(gb.display.solid[i].spritecol == water_left_bottom) return true;
else      if(gb.display.solid[i].spritecol == water_left_middle) return true;
else      if(gb.display.solid[i].spritecol == water_left_top) return true;
else      if(gb.display.solid[i].spritecol == water_right_bottom) return true;
else      if(gb.display.solid[i].spritecol == water_right_middle) return true;
else      if(gb.display.solid[i].spritecol == water_right_top) return true;
else      if(gb.display.solid[i].spritecol == water_middle_bottom) return true;
else      if(gb.display.solid[i].spritecol == water_middle_middle) return true;
else      if(gb.display.solid[i].spritecol == water_middle_top) return true;
 
      }
   }
    return false; // Return false if don't touch anything
  }     



this is how i got it working
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naed
 
Posts: 140
Joined: Tue May 31, 2016 3:18 pm

Re: Newbs need help with collision detection.

Postby Duhjoker » Wed Aug 10, 2016 8:15 am

Thank you. I could see right away I for got to add some stuff. Gonna fix mine now. Thank you!!!
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Duhjoker
 
Posts: 446
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Re: Newbs need help with collision detection.

Postby Duhjoker » Wed Aug 10, 2016 8:42 am

I must have missed some thing I've been playing with it all night. ill have to take care of it tomorrow. Thank you for the example to proof with.

Now we just need to figure out how to connect these rooms. This might prove an interesting task as some room have multiple entrances and exits.
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Duhjoker
 
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Location: Where Palm trees grow

Re: Newbs need help with collision detection.

Postby Duhjoker » Wed Aug 10, 2016 9:03 am

Lol I got mine working now but the Sprite seems to defy the natural laws of physics. If you move the character Sprite through the openings he just keeps going til the room repeats and on and on.

Might have to make my rooms one pixel bigger so they don't show void space.
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Duhjoker
 
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Location: Where Palm trees grow

Re: Newbs need help with collision detection.

Postby naed » Wed Aug 10, 2016 10:55 am

There is no boundary set in my code for the edge of the maps, just collision code for sprites...

I was unsure what you wanted to do with your maps so left the boundary collision code out
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naed
 
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Joined: Tue May 31, 2016 3:18 pm

Re: Newbs need help with collision detection.

Postby Duhjoker » Wed Aug 10, 2016 8:13 pm

Oh ok!!! I think we will just do a room by room basis.
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