I am building a small platformer in which I am using bump for the collisions and Tiled/STI for the tilemap. I drew polyline points around all of the tiles for the collisions, but all of my tile collisions are still square. I tried adding a Shape: polyline to the properties of my tileset, but ended up getting an error. As well, adding map:bump_draw() gave me an error on the bump file. When I looked for others with a similar problem, I could find no working links or useful information.
What I am requesting is some advice [or corrected code] on how to make non square collisions work for my libraries. Thanks in advance for all of the help. The controls are just arrows and I left the .love and .zip of the files.
Needing Help- Non Square Collisions - STI and Tiled
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Needing Help- Non Square Collisions - STI and Tiled
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- level1.zip
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- level1 (2).love
- (10.6 MiB) Downloaded 168 times
- jojomickymack
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Re: Needing Help- Non Square Collisions - STI and Tiled
Your game is FANTASTIC!
Unfortunately I think what you're trying to do with non-square collision boxes is not what 'bump' is intended for - from github:
Lua collision-detection library for axis-aligned rectangles. Its main features are:
bump.lua only does axis-aligned bounding-box (AABB) collisions. If you need anything more complicated than that (circles, polygons, etc.) give HardonCollider a look.
When you call world = bump.newWorld(32), you've set the cell size to 32 x 32 and that's how bump works.
Still, there's the physics library - that has much more sophisticated collision detection but it's a lot harder to use.
https://love2d.org/wiki/Tutorial:Physic ... nCallbacks
What shapes in your level were you trying to do non-square collision with? Maybe you should attach your tmx file? Your game seems to be working great just with bump, I'm curious where you're encountering bump's limitations specifically?
Unfortunately I think what you're trying to do with non-square collision boxes is not what 'bump' is intended for - from github:
Lua collision-detection library for axis-aligned rectangles. Its main features are:
bump.lua only does axis-aligned bounding-box (AABB) collisions. If you need anything more complicated than that (circles, polygons, etc.) give HardonCollider a look.
When you call world = bump.newWorld(32), you've set the cell size to 32 x 32 and that's how bump works.
Still, there's the physics library - that has much more sophisticated collision detection but it's a lot harder to use.
https://love2d.org/wiki/Tutorial:Physic ... nCallbacks
What shapes in your level were you trying to do non-square collision with? Maybe you should attach your tmx file? Your game seems to be working great just with bump, I'm curious where you're encountering bump's limitations specifically?
- jojomickymack
- Prole
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Re: Needing Help- Non Square Collisions - STI and Tiled
I'm just checking the bump demo over here at
https://love2d.org/forums/viewtopic.php?t=78086
You might just want to have smaller cells and maybe put collision boxes in strategic positions to collide with? That's a way to keep the bounding box approach and achieve the more dynamic collidable shapes you want.
https://love2d.org/forums/viewtopic.php?t=78086
You might just want to have smaller cells and maybe put collision boxes in strategic positions to collide with? That's a way to keep the bounding box approach and achieve the more dynamic collidable shapes you want.
- zorg
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Re: Needing Help- Non Square Collisions - STI and Tiled
There's also HC which does support other shapes yet still is more "gameistic" in terms of physics than love.physics (box2d) is: https://github.com/vrld/HC
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
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Re: Needing Help- Non Square Collisions - STI and Tiled
Thank You all for the VERY helpful responses!
After looking through all of the online links and comments, it was blatantly clear that bump does not do non-rectangular shapes [I don't know how I could have missed that]. What I think that I am going to do is turn all of non-square platforms [ex. the flower pots or barrels] into non collidables and then input them into main.lua as individual boxes with a function similar to the one bump-simpledemo.love, kinda like I did with the player. I probably would have switched to HC or box2d, but I have to have this done by the end of the semester and I don't really have that much time to learn a new collision system.
Again, thanks for all of the responses!
After looking through all of the online links and comments, it was blatantly clear that bump does not do non-rectangular shapes [I don't know how I could have missed that]. What I think that I am going to do is turn all of non-square platforms [ex. the flower pots or barrels] into non collidables and then input them into main.lua as individual boxes with a function similar to the one bump-simpledemo.love, kinda like I did with the player. I probably would have switched to HC or box2d, but I have to have this done by the end of the semester and I don't really have that much time to learn a new collision system.
Again, thanks for all of the responses!
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