So far I've done it where the BG collision routine itself moves the sprites because it needed to know which where the sprites are comming from.
Because of this, everything that uses BG collision has to be controlled by it's velocity. For certain types of sprites this works out nicely, but for other types (such as rotating joints) it ends up making the code into an unreadable mess.
I think it would make sense if I saved the coordinates before I move them, and jumped to the collision routine after moving it. Is this how other's do it?
Because of this, everything that uses BG collision has to be controlled by it's velocity. For certain types of sprites this works out nicely, but for other types (such as rotating joints) it ends up making the code into an unreadable mess.
I think it would make sense if I saved the coordinates before I move them, and jumped to the collision routine after moving it. Is this how other's do it?