Boulders Affect / Movement

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Post » Sun Oct 25, 2015 11:33 pm

R0J0hound wrote:Here's one way to do the falling rocks:
https://dl.dropboxusercontent.com/u/542 ... rdash.capx

It differs from Bertie Booster's idea in that it uses a array for a grid instead of using overlapping at offset.

your capx is really great @R0J0hound and i just finished adapting it to use with a tilemap but it seems my way of looping though the tilemap to find the "rock" tiles is far more cpu intensive then your "for each sprite" loop.

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is there maybe a better way to find the rocks / loop through a tilemap?

i also tryed the following, but it doesnt make much difference, i think.
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Post » Mon Oct 26, 2015 2:04 am

@fldr
It's more efficient to use for each boulder since it only checks the spaces around the boulders. The only reason to use a tilemap instead is perhaps faster rendering. For that you could make all the sprites invisible and update the tilemap as things are moved.
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Post » Mon Oct 26, 2015 12:17 pm

Thanks!
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