i keep getting out of range pixel when using a certain method for collision detection

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keco2002
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Joined: Tue Mar 13, 2018 9:13 pm

i keep getting out of range pixel when using a certain method for collision detection

Post by keco2002 » Sun Sep 16, 2018 1:29 am

so im making a top down kart racing game and it is coming along great, but i am using a kind of strange method for collision detection because i am so bad at coding. you see i made a separate picture of the track so that i can make certain areas do something a little different, for example, blue is a blockade, red slows you down, and green is road.
The attachment easytrackcolisionmap.png is no longer available
The attachment easytrack.png is no longer available
but whenever i load up the game the collision doesn't work at all, the speed will act as if i'm in the gravel on certain parts of the road and acts as if i am touching a wall in other parts and sometime i can just go through walls.
The attachment easytrackcolisionmap.png is no longer available
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easytrack.png
easytrack.png (10.24 KiB) Viewed 281 times

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pgimeno
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Re: i keep getting out of range pixel when using a certain method for collision detection

Post by pgimeno » Sun Sep 16, 2018 8:21 am

Hello!

The forums don't seem to allow attaching more than one image per post (I've had that myself), but more importantly, it's impossible to know what you're doing wrong without having any code to look into. How about you attach a .love file with the project?
Thrust II Reloaded - GifLoad for Löve - GSpöt GUI - My NotABug.org repositories
The Microsoft Github repositories I had have been closed after the acquisition announcement and will be removed in the near future.

keco2002
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Posts: 2
Joined: Tue Mar 13, 2018 9:13 pm

Re: i keep getting out of range pixel when using a certain method for collision detection

Post by keco2002 » Sun Sep 16, 2018 1:16 pm

well i did attatch my code but i guess it messed that up
racer.zip
(160.38 KiB) Downloaded 4 times
either way i already fixed the issue much later after writing the question, sorry.

for anyone doing this method of collision detection my issue was that the middle of my map was 0,0 and so i just had to subtract half the width and height of the map from the proper vars.

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