I am developing a small Top-down Game (Much like the old Zelda Games) and I'm having an issue in terms of Collision detection (The actual theory itself rather than assigning Tiles as solid, etc.)
I have a function called "checkTileCollision" which takes two parameters, X and Y, and is called through the Player's Move function. X and Y are the location of the player AFTER they have moved, as it's suppose to check the position the player is moving to for a solid Tile(s), and if it finds any, returns true to stop movement.
My Player is larger than a Tile (For examples sake, let's say each Tile is 32x32 and the Player is 26x60) and I need to know an efficient way to detect whether or not the player is attempting to step on to a Solid tile. The Player doesn't move on the Grid and is free-moving, so X and Y are true positions and not Tile co-ordinates.
Please note; I am aware of things such as Box2D but I'm wanting to do this without the use of third party libraries.
Any help is appreciated!
The problem that's being described here is an AABB intersection test.
– Mokosha Apr 15 '13 at 16:56