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Old 01-15-2008, 05:56 AM
DustyPorViva DustyPorViva is offline
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level interaction and layers

I was messing around with tilelayers and I was surprised to find you can't check onwall on different tilelayers. This saddens me. So my proposal? Simple, have any and all functions that involve interacting with levels(onwall,onwall2,onwater... anything else I can't think of) expanded to each different tilelayer. Please?
EDIT: oh, and projectiles should also be linked to the layer they're fired on if done with level.tilelayers[x].shoot()... though I don't know how realistic that is.

Last edited by DustyPorViva; 01-15-2008 at 06:53 AM..
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Old 01-18-2008, 02:34 AM
zokemon zokemon is offline
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The onwall type is based on a few things:
Tilelayers have 2 different types of "blocking" tiles and two different types of "unblocking" ones.

Each one has a foreground and a background type. I haven't looked into it much but I'm pretty sure the foreground types will override any background types (be it blocking or not) that are above it. Otherwise, the top layer is the one that take priority in choosing the actual tiletype.

Onwall wouldn't work with just one layer because that means you are saying you want to check npcs, players AND a single tilelayer? Kinda funky.
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