#Collision Detection Problem - LibGDX
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<@&987246399047479336> please have a look, thanks.
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Your collision detection approach seems to miss proper edge handling against walls, causing the player to slip off. In LibGDX, it's important to:
- Use precise bounding shapes for your player and floor/wall objects, usually
RectangleorPolygon. - Check for collisions only against the floor layer, ignoring walls if your intent is to detect floor presence below.
- In your
isOnFloor()or similar method, cast a short downward ray or offset a small rectangle just below the player's bounding box, and then test overlap/intersection with floor tiles. - Make sure horizontal velocity or slight movements don't falsely 'push' the player off the floor due to bounding box misalignment.
- Consider using Box2D physics if you need robust collision detection and response instead of manual checks.
Without seeing the exact code, likely issues could be you are checking collisions against the entire map (including walls), or your floor detection ray/box is too narrow or misplaced, leading to false negatives and slipping behavior.
Useful links:
I uploaded your attachments as Gist. This makes them more accessible, for example to mobile users.