PRJ-Motion:TilebasedGameDesign

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Motion: Tile Based Game Design

Theory

For Object-Map game design, we use a simple tile based collision detection model called separate axis testing. You check for collisions on the x-axis, and then on the y-axis.

[Step by Step visual demonstration Here. C, get on it.]

The only problem with this method is speed. With objects at velocities faster in pixels than the tile size, they can potentially shoot through tiles and even get stuck in them. In a jump n' run platforming game (sans the Sonic the Hedgehog series) we do not typically have movement speeds that high, so this isn't an issue.

Implementation

[Will contain snippets of code and reiteration of what's happening from the theory section]