Character class utilizes a virtual "GetCollBox" function override to return it's collision box. This is unnecessary.
All entities have a "collboxsize" parameter they are intended to use, but coordination in the character class has issues. A good solution would:
Allow to "de-virtualize" GetCollBox()
Be placed correctly relative to the character sprite
For a character, "pos" determines the upper left point of drawing the sprite (overestimated on current sheet- mostly draws "nothing") and where the collision box begins. This is not viable for the current set up as it would create a much wider collision box than the sprite.
This may be worked on by including a shift in the sprite drawing?
Character class utilizes a virtual "GetCollBox" function override to return it's collision box. This is unnecessary.
All entities have a "collboxsize" parameter they are intended to use, but coordination in the character class has issues. A good solution would:
Allow to "de-virtualize" GetCollBox()
Be placed correctly relative to the character sprite
For a character, "pos" determines the upper left point of drawing the sprite (overestimated on current sheet- mostly draws "nothing") and where the collision box begins. This is not viable for the current set up as it would create a much wider collision box than the sprite.
This may be worked on by including a shift in the sprite drawing?