GMS 2 Tile Collision / New Rooms ?

L

Lithalean

Guest
Scripts:
tile_collide_at_points
Code:
///@param tile_map_id
///@param point_arrays...
var tile_map_id = argument[0];

// Found variable
var found = false;

// for the point arrays
var vector2_x = 0;
var vector2_y = 1;

// Loop through the points and check for a tile
for (var i=1; i<argument_count; i++) {
    var point = argument[i];
    found = found || tilemap_get_at_pixel(tile_map_id, point[vector2_x], point[vector2_y]);
}

// return found
return found;
move_and_contact_tiles
Code:
///@param tile_map_id
///@param tile_size
///@param velocity_array
var tile_map_id = argument0;
var tile_size = argument1;
var velocity = argument2;

// For the velocity array
var vector2_x = 0;
var vector2_y = 1;

// Move horizontally
x += velocity[vector2_x];

// Right collisions
if velocity[vector2_x] > 0 {
    var tile_right = tile_collide_at_points(tile_map_id, [bbox_right-1, bbox_top], [bbox_right-1, bbox_bottom-1]);
    if tile_right {
        x = bbox_right & ~(tile_size-1);
        x -= bbox_right-x;
        velocity[@ vector2_x] = 0;
    }
} else {
    var tile_left = tile_collide_at_points(tile_map_id, [bbox_left, bbox_top], [bbox_left, bbox_bottom-1]);
    if tile_left {
        x = bbox_left & ~(tile_size-1);
        x += tile_size+x-bbox_left;
        velocity[@ vector2_x] = 0;
    }
}

// Move vertically
y += velocity[vector2_y];

// Vertical collisions
if velocity[vector2_y] > 0 {
    var tile_bottom = tile_collide_at_points(tile_map_id, [bbox_left, bbox_bottom-1], [bbox_right-1, bbox_bottom-1]);
    if tile_bottom {
        y = bbox_bottom & ~(tile_size-1);
        y -= bbox_bottom-y;
        velocity[@ vector2_y] = 0;
    }
} else {
    var tile_top = tile_collide_at_points(tile_map_id, [bbox_left, bbox_top], [bbox_right-1, bbox_top]);
    if tile_top {
        y = bbox_top & ~(tile_size-1);
        y += tile_size+y-bbox_top;
        velocity[@ vector2_y] = 0;
    }
}

Player Events:
o_player Events: Create
Code:
/// @description Initalize
velocity_ = [0, 0];
gravity_ = 1;
jump_speed_ = 28;
max_velocity_ = [8, 32];
acceleration_ = 2.1;

// Spine
skeleton_animation_mix("IDLE", "WALK", 0.03);
skeleton_animation_mix("WALK", "IDLE", 0.03);
skeleton_animation_set("IDLE");

// Get the tilemap id
var layer_id = layer_get_id("Collisions");
collision_tile_map_id_ = layer_tilemap_get_id(layer_id);
o_player Events: Step
Code:
/// @description Movement logic
// Get the input
var x_input = (keyboard_check(vk_right) - keyboard_check(vk_left)) * acceleration_;

// Vector variables
var vector2_x = 0;
var vector2_y = 1;

// Horizontal movement
velocity_[vector2_x] = clamp(velocity_[vector2_x]+x_input, -max_velocity_[vector2_x], max_velocity_[vector2_x]);

// Friction
if x_input == 0 {
    velocity_[vector2_x] = lerp(velocity_[vector2_x], 0, .2);
}

// Gravity
velocity_[vector2_y] += gravity_;

// Move and contact tiles
move_and_contact_tiles(collision_tile_map_id_, 128, velocity_);

// Jumping
var on_ground = tile_collide_at_points(collision_tile_map_id_, [bbox_left, bbox_bottom], [bbox_right-1, bbox_bottom]);
if on_ground {
    // Jumping
    if keyboard_check_pressed(vk_up) {
        velocity_[vector2_y] = -jump_speed_;
    }
} else {
    // Control jump height
    if keyboard_check_released(vk_up) && velocity_[vector2_y] <= -(jump_speed_/3) {
        velocity_[vector2_y] = -(jump_speed_/3);
    }
}

// Spine
if keyboard_check_pressed(vk_right) || keyboard_check_pressed(vk_left) {
    moving = true;
    skeleton_animation_set("WALK");
}
if keyboard_check_released(vk_right) || keyboard_check_released(vk_left) {
    moving = false;
    skeleton_animation_set("IDLE");
}
o_player Events: Collision (o_door)
Code:
/// Go through the door
if (room_exists(other.room_)) {
    persistent = true;
    room_goto(other.room_)
    x = other.start_x;
    y = other.start_y;
}

Game Events:
o_game Events: Room Start
Code:
if instance_exists(global.player_start_position) {
    if instance_exists(o_player) {
        o_player.persistent = false;
        o_player.x = global.player_start_position.x;
        o_player.y = global.player_start_position.y;
        o_player.layer = layer_get_id("Instances");
    } else {
        var start_x = global.player_start_position.x;
        var start_y = global.player_start_position.y;
        instance_create_layer(start_x, start_y, "Instances", o_player);
    }
    global.player_start_position = noone;
}
i_game_start Creation Code
Code:
var _start_x = global.player_start_position.x;
var _start_y = global.player_start_position.y;

instance_create_layer(_start_x, _start_y, "Instances", o_player);


OK, so everything works fine, but when I go to a new room, my collision tiles don't work. If I start the game in the second room, they work fine, but if I then go into room one, they don't work again.
I've also read multiple times that making your player persistent is a bad idea. Any advice on that would be appreciated as well.
Thank you for your time.
 
Last edited by a moderator:

TheouAegis

Member
Well considering you only set the collision_tile_map_ in the player's create event, you need to make sure the player's actually being created every room. That may mean destroying the player at the end of each room.
 
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