Search found 12 matches
- Tue Apr 03, 2007 11:24 pm
- Forum: Advanced Help
- Topic: Colission with bullets
- Replies: 6
- Views: 1071
I am calculating the bounding boxes with getTransformedBoundingBox(). It works with a collision between the enemy and the player. But perhaps it is as you've said that the bullet (zap) is going through too fast and not being detected. I just have to figure out how to make it with a line/box collision.
- Tue Apr 03, 2007 3:41 am
- Forum: Advanced Help
- Topic: Colission with bullets
- Replies: 6
- Views: 1071
- Sat Mar 31, 2007 8:07 pm
- Forum: Advanced Help
- Topic: Colission with bullets
- Replies: 6
- Views: 1071
Colission with bullets
Sorry if this belongs in the beginners forum.
I have a code to make a bullet animate across the screen whenever a key is pressed, but I can't seem to get it to collide with my enemy properly. Here's the code snippet.
if(borka_coll.intersectsWithBox(zap_coll)){
borka->setMaterialTexture( 0 ...
I have a code to make a bullet animate across the screen whenever a key is pressed, but I can't seem to get it to collide with my enemy properly. Here's the code snippet.
if(borka_coll.intersectsWithBox(zap_coll)){
borka->setMaterialTexture( 0 ...
- Sun Mar 18, 2007 8:04 pm
- Forum: Beginners Help
- Topic: Working on collisions
- Replies: 7
- Views: 781
It always has to be something simple I over look. Every *headdesk* last *headdesk* time! *headdesk*
But at least I have the extremely helpful forum with people to get me those simple things out in the open. :) Many thanks. It works perfect. Next step is to try to get the bullets and the enemies to ...
But at least I have the extremely helpful forum with people to get me those simple things out in the open. :) Many thanks. It works perfect. Next step is to try to get the bullets and the enemies to ...
- Tue Mar 13, 2007 2:12 am
- Forum: Beginners Help
- Topic: Working on collisions
- Replies: 7
- Views: 781
Working on collisions
I think this would still be considered a beginner's question.
My game is progressing and I'm ready to move on to collision detection so the player can take damage and bullets can pop enemies. I found some code in the API, but it's not working like I had hoped.
node (aka boxy) is a player ...
My game is progressing and I'm ready to move on to collision detection so the player can take damage and bullets can pop enemies. I found some code in the API, but it's not working like I had hoped.
node (aka boxy) is a player ...
- Wed Mar 07, 2007 12:06 am
- Forum: Beginners Help
- Topic: Stop constant input from a held down key?
- Replies: 3
- Views: 311
- Tue Mar 06, 2007 2:04 am
- Forum: Beginners Help
- Topic: Stop constant input from a held down key?
- Replies: 3
- Views: 311
Stop constant input from a held down key?
Asking for help again as I can never seem to find this information on my own no matter how thoroughly I look.
Ok, I have this simple routine to shoot bullets, activated by the 'w' key.
if ( receiver.Keys[ KEY_KEY_W ] ){
IAnimatedMesh* mesh = smgr->getMesh("../../media/bullet1.x ...
Ok, I have this simple routine to shoot bullets, activated by the 'w' key.
if ( receiver.Keys[ KEY_KEY_W ] ){
IAnimatedMesh* mesh = smgr->getMesh("../../media/bullet1.x ...
- Tue Feb 27, 2007 1:14 am
- Forum: Beginners Help
- Topic: Slowing down movement
- Replies: 5
- Views: 634
I actually haven't gotten to the code in almost a week, too busy with work and such.
Ok, it's working now. Though I didn't know where exactly to put that code until I referred back to the movement tutorial. Now I know how all that code works too. It was a bit confusing at first, but I get it all now.
Ok, it's working now. Though I didn't know where exactly to put that code until I referred back to the movement tutorial. Now I know how all that code works too. It was a bit confusing at first, but I get it all now.
- Tue Feb 20, 2007 4:19 am
- Forum: Beginners Help
- Topic: Slowing down movement
- Replies: 5
- Views: 634
- Tue Feb 20, 2007 3:03 am
- Forum: Beginners Help
- Topic: Slowing down movement
- Replies: 5
- Views: 634
Slowing down movement
I'm working on a game and still getting used to this engine. I'm getting movement working, but it's way to freaking fast and whenever I try to slow it down, it just breaks. Here's the basic code I'm starting for a simple enemy that darts across the screen.
if(enemy_x < 50){
enemy->setPosition(core ...
if(enemy_x < 50){
enemy->setPosition(core ...
- Tue Jan 30, 2007 1:27 am
- Forum: Beginners Help
- Topic: Animation frame ranges with .X models
- Replies: 2
- Views: 221
- Mon Jan 29, 2007 3:38 am
- Forum: Beginners Help
- Topic: Animation frame ranges with .X models
- Replies: 2
- Views: 221
Animation frame ranges with .X models
For my project my partner will be using .x meshes for our models. However, I'll need to set up the starting and ending frames for the various animations somehow so when I call EMAT_STAND or whatever properly with the models that were made. I just need to know where and how to set those up.