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Dameria
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Default 10-20-2010, 09:48 PM

1) It starts to lag after about 50
2) Nope, no time
3) There is a way to copy methods, but it does not work most of the time (especially when using lists), but you basically open the main world first, put the methods into the clipboard, then open the other world and drag the clipboard info out into a new method. Rarely ever works.


Check out my best projects so far and please comment:

Tic-Tac-Toe 2.0 ................... http://www.alice.org/community/showthread.php?t=3548
Alice Paint ........................... http://www.alice.org/community/showthread.php?p=23408
Real-Time Clock .................. http://www.alice.org/community/showthread.php?p=12725
Maze Game ......................... http://www.alice.org/community/showthread.php?t=4301
   
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x2495iiii
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Default 10-20-2010, 09:59 PM

Hey D, would it be possible to make a collision system without walls using an arbiter object (an object placed on the outskirts of the world which measures the distance to every object) and different sort of coordinate values based on the character's distance in front of and to the right of the arbiter?

Basically, it'd be a series of coordinate based hotspots based on the solid objects' lengths and widths, with the character checking constantly (only around close objects) to see if its distance from the arbiter makes it enter any of those hotspots and reacts accordingly by pushing it away as seen by the arbiter.

Seems like a complex explanation, even from my point of view, so if you're getting this, let me know.
   
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Dameria
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Default 10-21-2010, 09:29 AM

Quote:
Originally Posted by x2495iiii View Post
Hey D, would it be possible to make a collision system without walls using an arbiter object (an object placed on the outskirts of the world which measures the distance to every object) and different sort of coordinate values based on the character's distance in front of and to the right of the arbiter?

Basically, it'd be a series of coordinate based hotspots based on the solid objects' lengths and widths, with the character checking constantly (only around close objects) to see if its distance from the arbiter makes it enter any of those hotspots and reacts accordingly by pushing it away as seen by the arbiter.

Seems like a complex explanation, even from my point of view, so if you're getting this, let me know.
It sounds like a great idea, but I doubt that it would work on Alice very well because you would need the dimensions of every side of every object. For example if you just found the distance from the arbiter to a house, it would go to the center of the house, but it would have no way of knowing where the sides of the house are, it would basically be the same as the "if (object1) is within (x) meters of (object2)" function that we always tell new people to use. You would need to have seperate dummy objects at each corner of every object, either that or know the coordinates of the corners of the houses, and I don't think you can do that in Alice.

I know there is something in Alice with coordinates, but it would be hard to figure out the coordinates of each corner, and it would also be straining on Alice when you run it all the time to try to find the coordinates of every corner of every object while using it as collision detection. I don't think it would be a reasonable method of collision detection for Alice.


Check out my best projects so far and please comment:

Tic-Tac-Toe 2.0 ................... http://www.alice.org/community/showthread.php?t=3548
Alice Paint ........................... http://www.alice.org/community/showthread.php?p=23408
Real-Time Clock .................. http://www.alice.org/community/showthread.php?p=12725
Maze Game ......................... http://www.alice.org/community/showthread.php?t=4301

Last edited by Dameria; 10-21-2010 at 09:32 AM.
   
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falcolobo
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Question 10-26-2010, 07:21 PM

So can anyone help me? Please?
   
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collsion detection, if/else statements, walking through objects

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