On Mon, Jun 21, 2010 at 2:24 PM, karanveer singh <[email protected]>wrote:

> I'm using jumpby in the following way:
>
> JumpBy( (200,0), 300, 1, duration = 1)
>
> However, whenever it jumps, it seems to go slightly above its earlier
> position. As in, the y coordinate increases slightly. Its supposed to
> stay at the same y coordinate.
>

I modified test_sprite.py to use exactly your JumpBy, attached, and it shows
no problems.
But the code in cocos\actions\interval_actions , JumpBy, seems susceptible
to rounding errors, so maybe the initial position in your code is important
to show the problem.
I commited r978 with slightly better code for JumpBy, let me know how it
goes with your app.


> If I increase the duration to 5, the difference in initial and final y
> coordinates seems to be less.
>
> Also, is there a way I can check if it collides with a tile WHILE it
> is executing the Jumpby command? For example, in a mario type platform
> game, the player jumps, and while it is executing the jump, I would
> like to see if it is on top of a block so that it stays there instead
> of going all the way to the ground.
>
>


I think you can do:
action = JumpBy(...) + CheckCollisionWithTile(...)

where

CheckCollisionWithTile is a custom action you must define.
Look at the sample
test\test_action_non_interval.py
(in svn trunk) for an action doing some sort of collision test

--
claudio

-- 
You received this message because you are subscribed to the Google Groups 
"cocos2d discuss" group.
To post to this group, send email to [email protected].
To unsubscribe from this group, send email to 
[email protected].
For more options, visit this group at 
http://groups.google.com/group/cocos-discuss?hl=en.

Attachment: test_JumpBy.py
Description: Binary data

Reply via email to