{"author_name":"triplefox","cat":"LD #17 - Islands - 2010","comments":[{"author_name":"hdon","time":"April 24, 2010 6:23 am","epoch":1272108180,"text":"I usually do something like this if I only need two things to collide at once:","spam":"N"}],"epoch":1272104100,"likes":0,"metadata":{"p_key":"71209","p_author":"triplefox","p_authorkey":"391","p_urlkey":"107030","p_title":"Pincer pickups","p_cat":"LD #17 - Islands - 2010","p_event":"LD17","p_time":"1272104100","p_likes":"0","p_comments":"1","p_status":"UPD5","us_key":"391","us_name":"triplefox","us_username":"\/author\/triplefox\/","event_start":"1271980800","event_key":"3","event_name":"LD17"},"text":"<p>I now have pickups, but it isn&#8217;t enough to show that I&#8217;d make a screenshot for it. And I took some time to refactor how I did actor-to-actor collision &#8211; not to the point of being wholly generic, but enough so that now I call player.checkActorCollision() at the end of each turn and it handles all the player interactions &#8211; so I just repeat that template for each actor needing its own collision events. This&#8217;ll let me control the order of collision events pretty finely, which is good in a coarse, turn-based sim like this.<\/p>\n <p>It always feels kind of ugly to me to figure out which actor a collision event should occur on &#8211; since even though the events always involve two actors, only one of them has to initiate the tests. (even if you have a generic shape-testing system &#8211; or in my case, a Roguelike point-testing system, you still have to find a place to do all that &#8220;what type of actor, is it invincible, etc.&#8221; stuff&#8230;) Something I&#8217;ve got a few ideas swirling around for. Well, that&#8217;s enough writing for now.<\/p>","time":"April 24th, 2010 5:15 am","title":"Pincer pickups"}