I am currently creating a very basic RPG game in java. I am currently working on collision, and this brings me to collision checking and my question:
Is it possible to check for a condition on 'foo' and 'foo' incremented a lot of times without making a mess like this
if(!Level.getTile((x) / 16, (y-8) / 16).solid() && !Level.getTile((x+1) / 16, (y-8) / 16).solid() && !Level.getTile((x+2) / 16, (y-8) / 16).solid())
It depends entirely on the methods Level.getTile
and solid
. Depending on how it works, there may be possible to have an efficient implementation of
boolean Level.isAnyTileSolid(int y, int x, ....)
That is, a method that takes one y value and several x values.
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