There has got to be a more modular way to do per-pixel collision than the XNA sample, right? http://pastebin.com/a90TfbJm
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@ManoDestra@OnekSoftGames@DiscordJames Aaaand I'm stuck already. http://pastebin.com/mkF9QxD61 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@manodestra@discordjames question: why are their 2 different variables for ball and circle? Are these 2 different things?2 replies 0 retweets 0 likes -
Replying to @OnekSoftGames
@OnekSoftGames It was just me playing with the variables. Neither of them work though :/ It can't determine what X is for either one1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles but what is it initialized as? i.e. what is the first line of code where circle or ball is mentioned?1 reply 0 retweets 0 likes -
Replying to @OnekSoftGames
@OnekSoftGames Well that code is within the ball.cs, so the ball is the constructor1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles does your ball class have a bounding circle property? Have u tried using the bounding rectangle around the circle for collision?1 reply 0 retweets 0 likes -
Replying to @OnekSoftGames
@OnekSoftGames Yes, I am currently using a rectangle for the ball's collision1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles oh ok, then you can check the collision of the 2 rectangles with Intersects() method, have u tried that?1 reply 0 retweets 0 likes
@OnekSoftGames No I haven't yet. Let me see how this works out
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