Gio,
I have a couple of questions regarding how collisions should be handled with the iso plugin.
If I have a character who has a collision map and then he is supposed to pickup an object which has no collisions, how should that be handled ?
When I try to handle collisions using - sceneObject get overlapping objects, I get multiple objects, not just the two iso objects.(is that because of the tiles ?)
When I try to use checkCollisions at the character cell, it returns true when the character is in a grid alone (I assume because this just checks to see if an object in the passed in grid has a collision map).
Am I supposed to poll getObjectsInCell and check to see if there are objects other than the character in the cell ?
In your iso sample game, you use the on object reached event, but what about cases where other objects would initiate the contact with a character.
If you could provide any guidance for the following three scenarios, it would be appreciated.
1) a bullet with a collision map is shot at a character with a collision map - how should you check for collisions and how would the collision occur i.e. will they ever occupy the same grid ?
2) a bullet without a collision map is shot at a character with a collision map - how should you check for collision ?
3) a bullet without a collision map is shot at a character without a collision map - can you check for collision ? This is a little odd, but I was just curious on your thoughts
thanks for any assistance you can provide.
cheers,
Shri