CollisionCalculate(id[],rect,type)
Generate a list of entities it's colliding with.
Argument 'id[]':Entity ID
Argument 'rect':Collision Rectangle your wish to check. -1 for all.
Argument 'type':Not Used.
True if a collisions exist.
if ( CollisionCalculate() ) { new current[64]; new angle; new dist; new rect; new _STATE:type; while ( CollisionGetCurrent(SELF, current, angle, dist, rect, type) ) { if ( type == TYPE_AWAKING ) { EntityPublicFunction(current, "Awaking", "sn", selfid, rect); } else if ( type == TYPE_ENEMY || type == TYPE_DOOR ) { EntityPublicFunction(current, "Hit", "snnnnnn", selfid, angle, dist, APLAYER, 0, dx,dy, rect); } else if ( type == TYPE_TRANSPORT ) { if ( EntityPublicFunction(current, "MovePlayer", "sn", selfid, _dir_) ) { _state_ = STANDING; } } else if ( type == TYPE_PUSHABLE && _state_ == PUSHING ) { EntityPublicFunction(current, "Push", "snn", selfid, rect, angle); } else if ( type == TYPE_SWITCH ) { EntityPublicFunction(current, "Pressed", "s", selfid); } else if ( type == TYPE_ITEM ) { if ( EntityPublicFunction(current, "Pickup", "s", selfid) ) { _state_ = LIFTING; } } } }
Comming Soon