Making an enemy jump up a platform

I have created behaviors that allow the enemy to "turn on" when the player is nearby and then follow him. This often leads to the enemy falling down onto a lower platform while the player can jump up and get away.

Is there a way to tell that the collision happens on the right or left rather than top or bottom so I know whether the enemy needs to jump back up onto the higher platform?

Comments

  • natzuurnatzuur Member Posts: 304
    edited June 2014

    While the question is kind of confusing, ill take a shot at answering it.

    To detect collisions to the left or right you can often simply say on the platform or collision object:

    when actor overlaps or collides with object and actor.x is < self.position.x collision is left

    when actor overlaps or collides with object and actor.x is > self.position.x collision is right

    Of course you can also use offsets on the x positions for a more precise collision space. This isn't the only way, but its a nice simple solution for most cases.

  • ookami007ookami007 Member Posts: 581

    I'm confused on how you would relay this information to the actor. How would you keep track of which enemy was making contact vs which platform.

  • ookami007ookami007 Member Posts: 581

    I did find an alternate way to do it.

    I setup triggers - like my spawn triggers - that tell the enemy to interpolate to the new location. It looks "pretty good"... not completely natural, but given the situation, I doubt I can get it to look too much better.

  • jigglybeanjigglybean Member Posts: 1,584

    Triggers and invisible walls if the actor collides with it, sends up or sends it in a different direction

    Like Balls? Then click here! We've 100 coming soon

Sign In or Register to comment.