True Tile Collision

UPDATE:

  1. Added dashing ability (included in the example project)
  2. Changed state variable names to the more conventional format
--STATES	
inst.is_grounded	  	= false
inst.is_jumping	  		= false
inst.is_dashing	  		= false						
inst.is_wallsliding  	= false
inst.is_on_ledge	  	= false
inst.is_hurt		  	= false

I’ll update playable demo a bit later.

UPDATE:
1. Added hurt state - kickback and disabled player input on physics. Call with got_hurt(self, xspeed, yspeed);
2. In the example, there are added tips for controls.

As one of the future feature, I’m thinking to add crouching, but that will work if the player is taller than one tile height.

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Hey @NeZvers, is this library still maintained? I’m considering it for sloped platforms.

Ps. Does it support sloped ceilings?

2 Likes

It works without any problems with tile based slopes (45 and ~30 degree) :wink:

2 Likes

45 and 22.5 :wink:
But you can give it a test in this Demo.

5 Likes

Hi,
what are the advantages of using this collision system in place of the original integrated using colliders?
I’m just trying to figure out if this library is right for me.

I am not using it nowadays and I’m not sure it is working, but I would say it could be, for example, great when you have a lot of changes in the level during the game, but your level is still tile based. Imagine a game like Broforce, where you can destroy almost everything, but characters can still walk and jump over the remnants of the level.

or… Bore Blasters! which is actually made in Defold by @Alex_8BitSkull which looks like definitely be handled by tile maps, but I don’t know for sure :grin: and most probably not TTC (as it’s focused on Platformer games)