rendered paste body=================================
Walkable Attempt One
=================================
int[] objectsX = new int[loadSprites.cfg.maxObjects];
int[] objectsY = new int[loadSprites.cfg.maxObjects];
for (int i = 0; i < loadSprites.cfg.maxObjects; i++)
{
objectsX[i] = loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2];
objectsY[i] = loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3];
}
/*if (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][1] == 1)
{
for (int j = 0; j < 18; j++)
{
if ((loadSprites.cfg.playerX + j) >= loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2]
&& (loadSprites.cfg.playerX + j) <= (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] + 18))
{
if ((loadSprites.cfg.playerY + j) >= loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3]
&& (loadSprites.cfg.playerY + j) <= (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3] + 18))
{
loadSprites.cfg.playerX = gotoX;
loadSprites.cfg.playerY = gotoY;
loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] = objectsX[i];
loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3] = objectsY[i];
}
}
}
}*/
==================================
Walkable Attempt Two
==================================
public int[][][] tileSpot = new int[13][13][3];
int tempY = (y - 36) / 18;
int tempX = (x - 27) / 18;
tileSpot[tempY][tempX][0] = x;
tileSpot[tempY][tempX][1] = y;
tileSpot[tempY][tempX][2] = 0;
for (int i = 0; i < loadSprites.cfg.maxObjects; i++)
{
if (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] != 0)
{
int xx = (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] - 27) / 18;
int yy = (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3] - 36) / 18;
if (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][1] == 1)
{
loadSprites.tileSpot[yy][xx][2] = 1;
} else
{
loadSprites.tileSpot[yy][xx][2] = 0;
}
}
}
int tileX = (loadSprites.cfg.playerX - 27) / 18;
int tileY = (loadSprites.cfg.playerY - 36) / 18;
if (loadSprites.cfg.playerX == loadSprites.tileSpot[tileY][tileX][0]
&& loadSprites.tileSpot[tileY][tileX][2] == 1
&& loadSprites.cfg.playerY == loadSprites.tileSpot[tileY][tileX][1])
{
loadSprites.cfg.playerX = gotoX;
loadSprites.cfg.playerY = gotoY;
} else
{
===================================
Walkable Attempt Three
===================================
canGoWest = true;
canGoNorth = true;
canGoEast = true;
canGoSouth = true;
//Checking for walkable tiles
for (int i = 0; i < loadSprites.cfg.maxObjects; i++)
{
if (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][1] == 0)
{
if (gotoX - 18 == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2])
{
if (gotoY == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3])
{
canGoWest = false;
}
}
if (gotoY - 18 == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2])
{
if (gotoX == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3])
{
canGoNorth = false;
}
}
if (gotoX + 18 == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2])
{
if (gotoY == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3])
{
canGoEast = false;
}
}
if (gotoY - 18 == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2])
{
if (gotoX == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3])
{
canGoSouth = false;
}
}
}
}