Original Post
I'm writing a 2D collision detection class and need input on a problem. My class can handle tiles registered with a bounding box as either "blocking" or "affecting". This I thought would be smart if I had cases like fans, escalators, ladders etc. which affected the sprites somehow. HOW they where affecting is up to the game logic. The same goes for "blocking tiles"... Now my problem: I need some tiles to work on both, i.e. affecting AND blocking. The speciffic case is the ladder. It's climbable but not blocking if I lets say jump through it. On the other hand it's supposed to be blocking if I jump standing on top of it, but not climbing down on it. How is this "usually" handled ? I was thinking of putting affecting tiles in one lookup grid and blocking in another. Then I can look in each grid depending on the purpose. Anyone care to input ? Regards, Jompe