A Rotated Tiles Proof of Concept #41
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ProjectMobius13
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Oh wow, good stuff! Really clever usage of a bitmask |
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I may provide the crash messages soon, but I ended up just replacing it with the original code. If I implement it again soon I'll be sure to send the crash messages (if it still doesn't work) |
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A proof of concept showing collision tiles rotated in the room editor working after a little tweaking. Full disclosure: there may be some edge cases I haven't found that result in some wonky behavior. It's also not the cleanest code, and there is likely a more elegant solution. But it works!


Here are the changes to the scripts needed to make this work:
In both tile_find_h and tile_find_v, you will find this block of code:
// Calculate final distance and angle var _flip = tile_get_flip(_tiledata); var _mirror = tile_get_mirror(_tiledata); var _ang = tile_get_angle(_tiledata);Replace it with:
// Calculate final distance and angle var _flip = tile_get_flip(_tiledata); var _mirror = tile_get_mirror(_tiledata); var _ang = tile_get_angle(_tiledata); var _rot = tile_get_rotate(_tiledata);Just below that in both tile_find_h and tile_find_v, you will find this block of code:
Replace it with:
And voilà! No more breaking when tiles are rotated in the room editor.
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