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# Variable collision detection

Posts: 1Member
edited December 2011
I am trying to build something akin to Doodle Jump. The issue I'm bumping into is with collision detection. When a player jumps "through" a platform, no collision is needed. However, when the player "lands" on a platform the player needs to bounce. I could use location of player to turn collision on/off, but there are so many staggered platforms that this isn't practical. Does anyone know an easy way to do this?

• Posts: 1,599Member
Rather than place the logic on every platform - just place it once on the actor.
• Posts: 9,934Member, Sous Chef, Senior Sous-Chef
Only collide if the players y position is higher that the platforms

It's not my fault I never learned to take responsibility for anything.

• Posts: 9,934Member, Sous Chef, Senior Sous-Chef
edited December 2011
Also open up GameSalad click new and search for Doodle Jump theres some free demos in there I think.

It's not my fault I never learned to take responsibility for anything.

• Posts: 4,630Member
If it helps I thnk DBA offers a doodle jump template or offered a long time ago.... It might help to shoot darren an email or PM so head on over to www.deepblueapps.com
• Posts: 1,599Member
edited December 2011
...
• Posts: 1Member
I solved this only moments after the original posting. For anyone that wants the solution...here it is. All of the logic is applied to the platform actor. You need to constrain the Player self.Position.Y to a variable. Then, if that constrained variable is greater than the self.Position.Y+(height of player/2) of the platform AND the Motion.Linear Velocity.Y of the Player is negative (<=0), then turn on the collide. The key is to make sure the velocity of the player is negative. You want want to make sure the player is in freefall for the collide. Anyways, it works and it's pretty efficient.
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