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  1. POPacman collision detection with varying character speeds?
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    <p>I am programming a 2D, grid-based Pacman game. All the tiles are 8x8 in size. In-game, the map tiles are treated as 16x16, and the characters (Pacman and the ghosts) are treated as 32x32. In actuality, they are all pulled from a spritesheet of 8x8 tiles. I store positions as the center point of each character. Since the character tiles are bigger than the map tiles, the map is built in a way that requires the characters being able to "overlap" onto blocked tiles.</p> <p>To deal with this set of problems, I created an invisible Rectangle and attached it to the character's position. Where the position is an <code>(x,y)</code> point, the Rectangle is a box surrounding that point. This rectangle is essentially 16x16 in-game, and is in the center of the character, which allows for the overlap necessary.</p> <p>This works fine if you're working with 8px as the global movement speed, but I'd like to treat 8px as "100% speed" and have complete control over character speed with a double that is in the range [0,1). The positions are stored as double points, so on that level, this is fine. I read the positions back as integers, though, since I'm working with pixels.</p> <p>So the question I ask is essentially "if this moves X amount of pixels to direction Y now, will my collision box be touching a blocked tile? But if you're moving 5px at a time, this eventually causes a very obvious issue. Say you're at x = 0, moving right. The tiles are 16x16 in-game, as stated before, and you have two of these open before the third, which is blocked. So you move, x = 5, x = 10, x = 15, x = 20, we just got to the 2nd tile, x = 25, x = 30, x = 35 now we're in the 3rd tile... but wait. We can't go there, because X = 35 collides. And unfortunately, we needed to turn and start moving down, but we can't, because now our Y-axis isn't aligned properly with the grid. Our X position needs to be 32, but can't.</p> <p>My question for everyone here is, what are my options? What are some ideas or insights you have? I have a feeling I'm making it more difficult than I need to.</p>
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