In the last couple months I've been working on a project using "Fake Gravity Platformer Test with Shooting" (from here: http://atariage.com/forums/topic/179473-fake-gravity-platformer-test/) as a template.
The goal of my project is to create a Platformer with four-way gravity.
This is how the Code is supposed to work: First, it is decided which Code should be executed depending on the current gravity, then every direction of Collision is represented by a Subroutine.
Each of those Subroutines follow the same scheme: The Code tests if one pixel collides with the block and then tests for another one in the same row/column (depending on which direction and which gravity)
This is supposed to create a glichless "Hitbox" for the player character.
This sadly doesn't work for a reason unknown to me (The player can jump through walls or glitch his "head" halfway into a block supposed to be solid)
I've tried many methods to fix this issue:
Make the Player Coords normal values instead of float, hoping it would help, but it didn't
Tried different PlayerCoords-to-Block-Value conversions like division, modulo and bitwise
Change Order of Subroutines
I'm clueless and I've completely run out of ideas.
Does anyone know what the Problem could be?
I attached the current state of my project:
https://pastebin.com/NbD4Huvi
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(P. S. Visual Batari Basic v1.0 Build 568 used to work, I don't know if anyone uses this language anymore or I'm the only one, I already posted this on the Atari 2600's Programming Forum for Newbies, but haven't recieved an answer in two weeks.)