Hi Ryan, yes and no.

If you're using collision detection, you can actually have your player's avatar 
move and if he's unable to do that then the collision detection routines can 
stop him for you. YOu don't even need a flag.

If your player is moving at a slower speed and touches a wall, then gently stop 
him. If he is running and touches a wall then give him some damage, stop him 
and bounce him back a bit based on his velocity. Does this make sense?

It's really the job of the collision detection to decide whether or not your 
player can move.

Obviously there may be other situations you may want to check for other than 
collisions but the concept of attempting the move is what I'm getting at here.

In a real physical situation sometimes you can't walk because the hill is too 
steep. Know what I mean? Nothing is really stopping you but there's a physical 
reason. YOu attempt to walk but find you cannot.

So let's look at this another way;

You're velocity is 0. You attempt to walk which simply changes your velocity to 
something greater than 0.

The game loop processes your player's movement and if nothing is preventing you 
from moving in the direction you want at the speed you want then you do. Simple 
as that. If something is in your way then your collision detection will stop 
you or move you back to where you were and reassign your velocity to 0.


Obviously this is really primitive but do you get the idea?

Also, as Ian has mentioned, you would want to also take into account the timing 
of your game loop or your frame rate as we've been calling it as well, to 
manage your movements. YOu can sort of think of this as a movie. But it's a 
dynamic movie with interaction. :)

Does this make sense?

If not then by all means, just shout back out! -And I'm happy to clarify and 
I'm sure Thomas, Ian and others will happily do so as well. :)

HTH 

Cara :)
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On Jul 30, 2013, at 3:12 PM, Ryan Strunk <[email protected]> wrote:

Hi Cara,
I haven't pondered this. Are you saying, for example, that you could give
the player a forward velocity of 0.1, and as long as walking is true, update
that every time through the game loop? Then if the velocity is 0, he just
wouldn't move?
Fascinating concept. I wouldn't mind some clarification.
All the best,
Ryan

-----Original Message-----
From: Gamers [mailto:[email protected]] On Behalf Of Cara Quinn
Sent: Tuesday, July 30, 2013 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] looking for programming advice:
cyntaxdifferencebetween bgt and java

Hey there y'all,

Maybe I'm missing something here, but rather than using a timer at all,
would it not be more appropriate to simply calculate a velocity vector each
frame which could either stay static or change depending on the player's
surroundings. This way the player's movement could be calculated and
performed every frame. No timer necessary.

thanks for the great thread!

Smiles,

Cara :)


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