_offset = 15 //moves the collision point away to check in front of the sprite. Something like this: // Horizontal collision Keep in mind that the origin point is at the center of it's collision mask, to avoid been stuck in a wall.ĮDIT: Another possibility: the collision point still checks inside the sprite.įor that, you could also try using an offset that keeps the collision point away from the sprite collision, but to let that work, you'll need to keep the inverse direction away from your horizontal speed. One of the many useful tools that GameMaker includes is a Precise Collision Checking option, which performs pixel-perfect collision detection between different objects in your games. that way I've a visible view of the 'collision point'.Īnother cause could be the sprite's origin point, that determines at which position the x and y appears, and that the sprite by turning collides with the wall itself. often necessary to edit a sprite’s collision mask, which is the area that is used to calculate when two objects collide or not and trigger a collision event. When I face with collision problems, I'll use a crosshair sprite, and draw it at the same position as where it should be colliding. Is it turning back to the wall after a short while, or is it stuck and is flickering to left and right rapidly? Both could involve that the collision point isn't updating well. To change the collision mask of an object you could use the maskindex and sprites you created previously with modified collision masks or just assign a different sprite with a different collision mask.
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