Well, no doubt that things look better and faster now, but i have some questions that i am getting difficult to solve
- at the examples the player is translated on the level with the appliying of forces.What should the best way to control the speed so it has a maxspeed and can ´t go forward?
2 before i used this to move the enemies
[lua]
mte.moveSpriteTo({sprite = mouse[i], levelPosX= mRo(mouse[i].levelpos.x+mouse[i].allowedMovement),levelPosY = mRo(mouse[i].levelpos.y),time=4000, easing = “inOutQuad”})
[/lua]
so the movement has an easing and limits.It is possible to get the same movement with easing and limits as now we use forces in place of mte.moveSpriteTo?. Same for moving platforms
- an idea how to implement passthrough platforms now?in the older example i use a property called passthrought at the tile so if detects from the bottom then stops
[lua]
if detect.bottom1 and detect.bottom1.passthrought
or detect.bottom2 and detect.bottom2.passthrought then
local loc1X, loc1Y = mte.convert(“levelPosToLoc”, sensors.bottom1[1]), mte.convert(“levelPosToLoc”, nil, sensors.bottom1[2])
local pos1X, pos1Y = mte.convert(“locToLevelPos”, loc1X) - mte.worldScaleX * 0.5, mte.convert(“locToLevelPos”, nil, loc1Y) - mte.worldScaleY * 0.5
if velY > 0 then
tempVelY = velY + (pos1Y - sensors.bottom1[2])
velY = 0
end
isJumping=false
end
[/lua]
-
anybody knows a good tutorial on categoriBits and maskBits ?for example if i add an enemy with a category and mask how should i detect the collision between the player and the enemy so i know for example that has been over the enemy = kill the enemy, or a side collision = kill the player?
-
i have seen that to detect angled floors some tiles have these properties.
b = 0
m = 1
orientation = down
shape = [-16,-16,16,-16,16,16]
can anybody explain this a bit, specially the shape part?
i know that are many questions hope you can help me, thank to all ans excuse my english
txarly