C

#### Cristiander

##### Guest

The collisions for simple squares was not a problem. However making it for slopes has turned out to be a challenge.

The code I'm currently using is this one:

Code:

```
///scr_player_colisions
if(place_meeting_rounded(x + x_speed, y + y_speed, obj_wall))
{
x = round(x);
y = round(y);
//if the colision is horisontal
if(place_meeting_rounded(x + x_speed, y, obj_wall)) {
var yplus = 0;
//can we go above?
while(place_meeting_rounded(x + x_speed, y - yplus, obj_wall) && yplus <= abs(x_speed)) yplus += 1;
if ((!place_meeting_rounded(x + x_speed, y - yplus, obj_wall)) && (!down_held)) {
//if you can go up, then go up
y -= yplus;
if (abs(x_speed) > (_max/sqrt(2) - 1)) then { x_speed = sign(x_speed)*(_max/sqrt(2));}
}
else {
//we can't go above it
//can we go below?
while(place_meeting_rounded(x + x_speed, y + yplus, obj_wall) && yplus <= abs(x_speed)) yplus += 1;
if ((!place_meeting_rounded(x + x_speed, y + yplus, obj_wall)) && (!up_held)) {
//if we can go down, then we'll go down
y += yplus;
if (abs(x_speed) > (_max/sqrt(2) - 1)) then { x_speed = sign(x_speed)*(_max/sqrt(2));}
}
else {
//we can't go below it
//we get as close as we can to the wall and stop
while(!place_meeting_rounded(x + sign(x_speed), y, obj_wall))
x += sign(x_speed);
x_speed = 0;
}
}
}
//if the colision is vertical
if(place_meeting_rounded(x, y + y_speed, obj_wall)) {
var xplus = 0;
//can we go to the left?
while(place_meeting_rounded(x - xplus, y + y_speed, obj_wall) && xplus <= abs(y_speed)) xplus += 1;
if ((!place_meeting_rounded(x - xplus, y + y_speed, obj_wall)) && (!right_held)) {
//if you can go to the left, then go to the left
x -= xplus;
if (abs(y_speed) > (_max/sqrt(2) - 1)) then { y_speed = sign(y_speed)*(_max/sqrt(2));} // reduce the speed when the player goes diagonally
}
else {
//we can't go to the left
//can we go to the right?
while(place_meeting_rounded(x + xplus, y + y_speed, obj_wall) && xplus <= abs(y_speed)) xplus += 1;
if ((!place_meeting_rounded(x + xplus, y + y_speed, obj_wall)) && (!left_held)) {
//if we can go to the right, then we'll go right
x += xplus;
if (abs(y_speed) > (_max/sqrt(2) - 1)) then { y_speed = sign(y_speed)*(_max/sqrt(2));} // reduce the speed when the player goes diagonally
}
else {
//we can't go right
//we get as close as we can to the wall and stop
while(!place_meeting_rounded(x, y+ sign(y_speed), obj_wall))
y += sign(y_speed);
y_speed = 0;
}
}
}
}
if(!place_meeting_rounded(x + x_speed, y, obj_wall)) x += x_speed;
if(!place_meeting_rounded(x, y + y_speed, obj_wall)) y += y_speed;
```

For example, if he moves up a slope then the movement is perfect and smooth. But if he moves down a slope then he just teleports 3-4 pixels below the slope and moves forward, and then he teleports again when he gets close to the slope.

I don't understand why this is happening, the code is identical for both situations, however the result is different.

Any help is welcomed. Credit will be given.

Thank you