.CAPX here: https://www.sugarsync.com/pf/D6025908_4317202_6583129
I have pretty much the same set-up that @Ashley has in his tutorial
, but there's one tiny little discrepancy...
In my .capx the box sprite (the one with the "evil" eyes...aka Dr Box), the collision polygon is uniform with his box shape (minus the eyes). I have it set where if MrStick is falling and collides with DrBox, then DrBox will flash and MrStick will take no damage (represented by the health meter in the top-left).
If MrStick is on the ground/not falling and collides with DrBox from the side, then MrStick takes damage. HOWEVER! It should be possible to take damage even if MrStick is falling and still collides with DrBox from the side - not
I tried setting up a comparison of X values between DrBox's origin coordinates and MrStick's, citing that if MrStick.X was within DrBox.X(+/-)50 (pixels), regardless of jumping or not, to determine if MrStick was colliding with DrBox from the side or the top. (But I've since deleted that line.)
Is there a better way to test what side or point of a collision polygon is hit?
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