Sword Combat
by Rich Wilson · in Torque X 2D · 10/12/2007 (2:26 pm) · 2 replies
I've searched the forums to the best of my ability, but haven't seen an answer to this problem.
Let's say I want to do a top down zelda-like game with a sword swinging character. I can figure the animations and whatnot out, but how do I make the sword do damage? I understand the projectile stuff just fine, but doing a melee weapon that's based on the state of an animation seems different.
If I were to mount some invisible collision to the character, I'd have to make sure it was always on the side the character was facing, plus if he was hitting a guy with a shield from the front, I'd have to register that collision with direction to know that the enemy can't be hit. It's becoming apparent why so many people do spaceships.
Let's say I want to do a top down zelda-like game with a sword swinging character. I can figure the animations and whatnot out, but how do I make the sword do damage? I understand the projectile stuff just fine, but doing a melee weapon that's based on the state of an animation seems different.
If I were to mount some invisible collision to the character, I'd have to make sure it was always on the side the character was facing, plus if he was hitting a guy with a shield from the front, I'd have to register that collision with direction to know that the enemy can't be hit. It's becoming apparent why so many people do spaceships.
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#2
10/12/2007 (3:51 pm)
Is there some kind of ray casting functionality in TX? Some way I can cast from a point and get a list of objects that intersect with that line.
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