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TIGSource ForumsCommunityDevLogsViolent Sol - Worlds
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Author Topic: Violent Sol - Worlds  (Read 4149 times)
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« Reply #20 on: November 27, 2015, 12:21:23 PM »

A major testing day for the code that does collision detection and map transitions.

Collisions are in and I ended up having a collisionData object that had a bunch of stuff in it to switch from Farseer triggered event to our message queue to do any non physics based reactions.  Seems to work well for the map transitions test. 

For map transitions, I was thinking staircase.  If you walk to the stairs and collide with them then it would switch maps quickly and you would continue to move.  To start I just wanted to setup a test where you hit a stairs entity, in this case the light blue circle, then the entity is pulled out of the map and placed back in according to the map transition data in the stairs object you collided with.  For now I just had it place you back at the beginning where you started the game at. 

It is working well, my next step is to have multiple maps not just one.  Then have the map loading load in the current area you are in and any areas around the map transitions you can flip to.  Then try and link a bunch together.  If that goes well, then I will call this stuff good and probably begin on the detailed world creation of our first Biome.

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