Thread: bullet detection prob

  1. #16
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    any ideas why the bullets go that way
    here is the dll's.
    at least 2 of them im sure is needed dont worry
    the third cant harm either(you probably have it already)

    edit: new attachment avalable in later post.
    Last edited by pode; 11-05-2003 at 10:38 AM.

  2. #17
    Registered User VirtualAce's Avatar
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    Archive not valid.

  3. #18
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    it turned out that the dll file is too big to attach so i found a website that you can get it from in a sec.


    allegro dll


    if that didnt work here is thewebsite
    you must find the dll by your own

  4. #19
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    aaa i see my problem now its because i draw the player always at the center of the scrren but the real position is something different now i just need a way to move the bullets movement to the center of the screen..
    any ideas?

  5. #20
    Registered User VirtualAce's Avatar
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    As I was saying....translate the bullets relative to the player.


    The bullets on screen position will NOT match the bullet's world position.

    bullet.screen.x=Player.screen.x;
    bullet.screen.y=Player.screen.y;

    This will draw the bullet correctly.

    But:

    bullet.world.x=Player.world.x;
    bullet.world.y=Player.world.y;

    This is the coords you use to test for what tile the character/bullet is in.

    bullet.tile.row=bullet.world.x/tile.size.x;
    bullet.tile.column=bullet.world.y/tile.size.y;

    Or you can translate all objects relative to the world. This would be easiest since all you do is check for collisions against the onscreen x,y coords.

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