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Default collision response not working with tilemap

by Alex Rice · in Torque Game Builder · 09/17/2005 (10:33 pm) · 4 replies

Using StaticSprites, I have the default collision response working. So even though I have not implemented fxSceneObject2D::onCollision I can still get physics collision and response, which is great.

However it does not seem to be working with a tilemap even though the tiles have the collision active flag set. The engine is outlining the tiles with BIT#5 Object Collision Polygon

So why no collision response?

I know I can implement fxSceneObject2D::onCollision and write my own response but that's not my intent yet.

Thanks in advance.

#1
09/18/2005 (12:26 am)
I have the same question.
I want to know how to do it , please give us a suggestion, thanks a good expert.
#2
09/18/2005 (8:56 am)
Have you enabled collision on the tile layer? You have to call setCollisionActive(false, true) an each tile layer that you want to have collisions.
#3
09/18/2005 (9:24 am)
Have you made sure your bitmasks are set correctly?
#4
09/18/2005 (9:29 am)
@Adam- Yes! I knew it had to be something simple.

@Hugeone just checking off "collision active" in the tile map editor is not sufficient, like Hugeone said [edit: like Adam said] you also have to call setCollisionActive(false, true) on the tile layer itself, in your script. Seems like a bug w/ the tile map editor, but lot of times Melv really has good design decisions for this stuff .

@LoTekK - I'm not using any group masks for my collisions.

thanks all