In the last couple months I've been working on a project using "Fake Gravity Platformer Test with Shooting" as a template.
The goal of my project is to create a Platformer with four-way gravity.
This is how the Code is supposed to work: First, it is decided which Code should be executed depending on the current gravity, then every direction of Collision is represented by a Subroutine.
Each of those Subroutines follow the same scheme: The Code tests if one pixel collides with the block and then tests for another one in the same row/collumn (depending on which direction and which gravity)
This is supposed to create a glichless "Hitbox" for the player character.
This sadly doesn't work for a reason unknown to me (The player can jump through walls or glitch his "head" halfway into a block supposed to be solid)
I've tried many methods to fix this issue:
-Make the Player Coords normal values instead of float, hoping it would help, but it didn't
-Tried different PlayerCoords-to-Block-Value conversions like division, modulo and bitwise
-Change Order of Subroutines
I'm clueless and I've completely run out of ideas.
Does anyone know what the Problem could be?
I attatched the current state of my project:
Working CPU saving Grav Backup V2.txt
And how I'd imagined the working subroutine to look like:
Subroutine Example.txt
Sorry if this sounds unfriendy or something, this is my first post here...
(P. S. Visual Batari Basic v1.0 Build 568 used to work)