Need some advice regarding collision detection with the sprite changing its width and height

Posted by Frank Scott on Game Development See other posts from Game Development or by Frank Scott
Published on 2012-03-15T06:46:49Z Indexed on 2012/03/19 2:16 UTC
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So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation.

For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations.

The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down.

The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations.

So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game.

Thanks for reading.

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