java - JavaFX intersects collision method detecting collisions when they aren't there -


i'm making infinite side-scrolling platform game, player can move vertically (jump or double jump).

at moment have no sprites, rectangles represent bounds of player , level tiles.

the problem this:

when tile directly above player brick, collision detected , player passes through brick.

i leave controls alone, , player still move through above brick.

also when player jumps , there brick 2 slots above, collision detected 1 slot above, , player falls down.

here relevant code:

private int movealong() {          if (hitplayergroundbounds()) {              if (playerbounds.getyvel() > 0) {                  while (hitplayergroundbounds() && !gameover) {                     playerbounds.sety(playerbounds.gety() + 0.1);                 }                 gravity.nojumping();             }             else {                  while (hitplayergroundbounds() && !gameover) {                     playerbounds.sety(playerbounds.gety() - 0.1);                 }                 gravity.resetjumping();             }              playerbounds.setyvel(0);         }          board.settranslatex(boardoffset--);         levelboard.updateboards();          if (boardoffset == -format.getcellwidth()) { boardoffset = 0; return 1; }         else { return 0; }     }      private boolean hitplayergroundbounds() {          int i, j;         bounds bounds, player = playerbounds.getgroundbounds().localtoscene(playerbounds.getgroundbounds().getboundsinlocal());          (i = format.getboardheight() - 1; > 0; i--) {             (j = 0; j < format.getboardwidth(); j++) {                  bounds = boundsboard.getboardij(i, j).localtoscene(boundsboard.getboardij(i, j).getboundsinlocal());                  if (levelboard.getboardij(i, j) != 0 && bounds.intersects(player)) {                     return true;                 }             }         }         return false;     } 

here code gravity:

private static int jumping;  private static final timeline gravity = new timeline(new keyframe(duration.millis(5), ae -> {      playerbounds.sety(playerbounds.gety() - playerbounds.getyvel());     playerbounds.setyvel(playerbounds.getyvel() - 0.1); }));  public static int jumping()         { return jumping; } public static void resetjumping()   { jumping = 0; } public static void nojumping()      { jumping = 2; } public static void stop()           { gravity.stop(); }  public static void initialise() {      playerbounds.setyvel(0);     gravity.setcyclecount(timeline.indefinite);     gravity.play(); }  public static void jump() {      jumping++;     switch (jumping) { case 1: playerbounds.setyvel(5); break;                        case 2: playerbounds.setyvel(4); break; }     playerbounds.sety(playerbounds.gety() - playerbounds.getyvel());     playerbounds.setyvel(playerbounds.getyvel() - 0.1); }  public static boolean canjump() {      return !(jumping == 2); } 

i've been stuck problem on week , it's driving me insane. great, thank you!


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