Absolutely! Also, as I mention to Jon, I may not know what I may want later on so having your code be modular is very desirable. Especially as your game grows larger…
I know you understand. :) Talk soon and have an awesome evening! Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 18, 2013, at 1:58 PM, Phil Vlasak <phi...@bex.net> wrote: Hi Cara, One reason to have Collision detection turned off when moving is to allow you to move through walls. In game development mode this is handy so you don't automatically pick up objects or interact with other creatures. Phil ----- Original Message ----- From: "Cara Quinn" <caraqu...@caraquinn.com> To: "Gamers Discussion list" <gamers@audyssey.org> Sent: Sunday, August 18, 2013 4:14 PM Subject: Re: [Audyssey] looking for programmingadvice:cyntaxdifferencebetween bgt and java Hi again John, Just as a follow-up to my own note here, I thought I'd add that I personally prefer not to have collision detection called from within any movement code. I think it's good practice to have your methods only doing what they say they will. I.E. movement only moves. Collision detection only detects collisions. this way if you want to move your player for some other reason than a traditional game movement, you can always call your player's movement methods and not need to worry about some other method getting called somewhere to get in the way of what you'd like to do. Does this make sense? Your collision detection method can either report back which objects collided, or simply call the appropriate methods on those objects that collided with each other. For example, if two objects collide, then call the touch methods on each of those objects. That way each object will do what it is supposed to when it is touched by another object. Hope this helps! Have a great day! Cara :)--- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 18, 2013, at 12:57 AM, Cara Quinn <caraqu...@caraquinn.com> wrote: Hi John, essentially yes, with a couple of caveats… As long as you call your collision detection every frame, you don't necessarily need to call it from within your movement methods. As long as it gets called to check your objects' positions then you're fine. Does this make sense? Also, when collisions are detected, you don't necessarily need to stop your game loop. It depends on what you'd like to have happen when you see a collision. I.E. maybe you'd just like your player to bounce back from whatever it collided with… In this case, you still want your game loop to be running so that your player's new movement will happen. If you want some special scene to happen or your game to stop immediately upon a collision, then yes, you'd want your game loop to stop when your collision happens. Does this make sense?… HTH and talk soon!… Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Aug 17, 2013, at 6:21 AM, john <jpcarnemo...@comcast.net> wrote: I know it's been a while since this thread has been active, but I'm going through my old emails, and was wondering if I could get some more clarification on this subject. The way I'm understanding this, you would build two functions: one for collision detection and one for movement. The movement would run every time through the game loop, and would call the collision detection from within itself. The movement function would change the player's position, call the collision detection function, and if that returns safe, update the game world. Does this sound somewhat correct? Thanks, John. ----- Original Message ----- From: Cara Quinn <caraqu...@caraquinn.com To: Gamers Discussion list <gamers@audyssey.org Date sent: Tue, 30 Jul 2013 17:38:43 -0700 Subject: Re: [Audyssey] looking for programming advice:cyntaxdifferencebetween bgt and java Hi Ryan, yes and no. If you're using collision detection, you can actually have your player's avatar move and if he's unable to do that then the collision detection routines can stop him for you. YOu don't even need a flag. If your player is moving at a slower speed and touches a wall, then gently stop him. If he is running and touches a wall then give him some damage, stop him and bounce him back a bit based on his velocity. Does this make sense? It's really the job of the collision detection to decide whether or not your player can move. Obviously there may be other situations you may want to check for other than collisions but the concept of attempting the move is what I'm getting at here. In a real physical situation sometimes you can't walk because the hill is too steep. Know what I mean? Nothing is really stopping you but there's a physical reason. YOu attempt to walk but find you cannot. So let's look at this another way; You're velocity is 0. You attempt to walk which simply changes your velocity to something greater than 0. The game loop processes your player's movement and if nothing is preventing you from moving in the direction you want at the speed you want then you do. Simple as that. If something is in your way then your collision detection will stop you or move you back to where you were and reassign your velocity to 0. Obviously this is really primitive but do you get the idea? Also, as Ian has mentioned, you would want to also take into account the timing of your game loop or your frame rate as we've been calling it as well, to manage your movements. YOu can sort of think of this as a movie. But it's a dynamic movie with interaction. :) Does this make sense? If not then by all means, just shout back out! -And I'm happy to clarify and I'm sure Thomas, Ian and others will happily do so as well. :) HTH Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. ----- No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1432 / Virus Database: 3211/6087 - Release Date: 08/18/13 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.