Understand How Videogames Work How To: DIY Programming Concepts by Tommy Mertell
Author:Tommy Mertell
Language: eng
Format: azw3
Published: 2017-07-30T07:00:00+00:00
Your character has a box with x and y dimensions on each corner of that box. When the x and y dimensions of that box equal the numbers to the x and y numbers on the invisible rectangle, it tells the program to do something and that is how a collision box works. Actually, the collision box we just talked about is known as the Loading Collision. It means that when the character passes through that box, the program will load something up. There’s also other collision boxes though such as Ground Collisions and Enemy Collisions. Ground collisions are shapes defined in programming that prevent your character’s x and y dimensions from passing through the x and y dimensions of those shapes. A perfect example is your standard side-scrolling Mario game because almost everyone knows about it. All of the ground has ground collisions on it but so do the brown blocks that don’t let you pass through to the top of the box. The question mark boxes, power up boxes, and enemies all have Enemy Collisions on them. They are referred to as Enemy Collisions because your character destroys what has been rendered on the screen. However, there’s only one angle at which you can kill your enemy in Mario. The boxes have to be hit from the bottom while you have to jump on the top of enemies in order for the destroy action to take place. The difference between the boxes and the enemies is that the enemy often has sides that damage the player. Those three collisions are the most common types of Collision Boxes or Collision Zones. Ironically, character moving right is usually just adding to X so if I were to move right by 5 pixels then my X value would go from zero to five. There’s one more type of Collision I would like to discuss and that is Line of Sight Collision. Most commonly found in stealth games in its more obvious form, but it’s practically everywhere in games. On enemies, there’s a second type of shape that surrounds that enemy. This shape is known as the Line of Sight Collision box. When your character’s X and Y pass through this object, it tells the program to have that enemy head straight towards your location. Now that you know this, you’re probably thinking of hundreds of first person shooter games, RPGS, and even 2D games. That’s because it’s practically everywhere.
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