I need help with my collision. The point of view is top down. I have four detectors (one for each side of the sprite). Now I have each on set to XLeft, YTop, etc. so they should all be positioned in the right place. But, I'm using a 360* shooting engine so the sprite can rotate 360 degrees. The detectors now move around when I rotate (thats good I think), but the collision is now messed up when your hit a wall. You can rotate while colliding with the wall so sometimes you can walk "through" the wall... How can I fix this?
Sorry I don't have time to download the file right now because I have to head off to school, but I like the shop graphics. They are simple, they don't contain a heap of shading and whatever but they are clear and readable, and anyone can pick what weapons they are straight away. So in my opinion it doesn't matter if you want to fix them or not, they look good, I suppose they can only be improved right?
Thanks for the response jthongbai All the weapons except the colt, uzi, and shotgun will be locked until you reach a certain wave number, so players don't buy a flamethrower or bazooka in the lower levels. But the higher weapons cost more points (ex. flamethrower= 20,000 points) so I guess that wouldn't happen anyway.
I'm pretty content with the graphics, but I wanted to hear other people's thought so I could improve them in any way. The flamethrower i think looks a little out of place, since you can see both canisters from a 2.5 degree view and not a side view. But it's okay for now
The collision is really bothering me though, so I hope someone can help me
you know what, I'm gonna take the noob way out and use 8 directions. It's actually pretty decent for collision and it works well with the 360 rotation. All I have to do is to send the players position when he's not colliding with a wall and he's holding the WASD keys.