Hi John, As I said that's not really the problem. The game already has a check similar to that in place. Most of the time it works. Its just when Angela nears the edge of the platform the surface constants get set to the wrong values causing it to screw up.
Cheers! On 8/27/11, john <[email protected]> wrote: > Hmmm, sorry for the double post, but another way to handle this > might be to check if the platform's timer was still running, i.e. > the platform sound was still playing. If it was, all the surfaces > between the start and end are platform, if not, they're droppoff. > I don't really know c++, but the coe could look like: > if (timer check)==true > { > if playposition>=(start of platform)&&playposition<=(end > platform) surface=platform > } > else surface=dropoff. > > Just some thoughts, sorry for the extra traffic. > > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to > [email protected]. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[email protected]. > If you have any questions or concerns regarding the management of the list, > please send E-mail to [email protected]. > --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
