Thanks for the reply.
I took some time to think this over.
R0J0hound wrote:The first thing is to detect the collision which is simple enough using the "is overlapping" condition.
Well to be honest the collision detection is not that simple in my situation I dont think (surely not for me).
I can detect for right and left no problem, by setting up a variable that switches depending on which arrow was pressed last.
But for the up and down movement its different, I have a different mechanic and cannot do so.
I am using self.Y+[other variables]*dt to define the movement, and it seems I cannot marry in the vector movements to be able to have the angle direction.
I was wondering if there is an easy way to check which side of the sprite was hit (or which side is overlapping), left, right, up, down (in another program I used this was already implemented in the system as events) and then perform and event/action accordingly. I have tried to use image points, but Im not sure how to handle the image points on the corners as they would be overlapped from 2 sides, and I really dont want to attach sensors all around manually, but will do so in the end if Im forced.
Additionally, I am using a formula for the speed, thus your example in which the system checks for the angle the player is moving is not appropriate for me.
Also I dont mean to spam, but Ive created another thread with a more elaborate question regarding my problem, and I would appreciate if you could check it out: viewtopic.php?f=147&t=165815
Brick by brick, stone by stone.