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Oct 20th, 2019
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C# 1.23 KB | None | 0 0
  1. var TileSize = 16;
  2. var pX = argument0;
  3. var pY = argument1;
  4. var layer_id = layer_tilemap_get_id(layer_get_id(argument2));
  5.  
  6. var CollideLeft = VelocityX < 0 && (tilemap_get_at_pixel(layer_id, bbox_left, bbox_top) ||
  7.                                     tilemap_get_at_pixel(layer_id, bbox_left, pY) ||
  8.                                     tilemap_get_at_pixel(layer_id, bbox_left, bbox_bottom));
  9.                                    
  10. var CollideRight = VelocityX > 0 && (tilemap_get_at_pixel(layer_id, bbox_right, bbox_top) ||
  11.                                     tilemap_get_at_pixel(layer_id, bbox_right, pY) ||
  12.                                     tilemap_get_at_pixel(layer_id, bbox_right, bbox_bottom));
  13.  
  14. if(CollideLeft || CollideRight)
  15. {
  16.     var col = floor(bbox_left / TileSize);
  17.     x = col * TileSize;
  18. }
  19.  
  20. var CollideTop = VelocityY < 0 && (tilemap_get_at_pixel(layer_id, bbox_top, bbox_left) ||
  21.                                     tilemap_get_at_pixel(layer_id, bbox_top, pX) ||
  22.                                     tilemap_get_at_pixel(layer_id, bbox_top, bbox_right));
  23.                                    
  24. var CollideBottom = VelocityY > 0 && (tilemap_get_at_pixel(layer_id, bbox_bottom, bbox_left) ||
  25.                                     tilemap_get_at_pixel(layer_id, bbox_bottom, pX) ||
  26.                                     tilemap_get_at_pixel(layer_id, bbox_bottom, bbox_right));                                  
  27.                                    
  28. if(CollideTop || CollideBottom)
  29. {
  30.     var lig = floor(bbox_top / TileSize);
  31.     y = lig * TileSize;
  32. }
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