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Thread: About sprite movement, questions and solutions.

  1. #11

    About sprite movement, questions and solutions.

    Thanks all. It sounds like a few good ideas. I believe we pretty much think along the same lines. It's definitely not going to be a "pacman/tiles" kind of collision detection, though.

    I believe tiles should only be used to calculate the most optimal path to the destination and nothing more. Getting from a to b is merely adding or deducting a variable value from the x and y values each time frame.

  2. #12

    About sprite movement, questions and solutions.

    Missed one senario in the above post, in 3, it's better to check if the move vector of the sprite is larger then the vector to the target.
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

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