   collision: the _NEXT_ step
  Hey guys, I was working on collision detection/object handling monday and yesterday for my project, and I got it to process each object per frame in a decent enough way, and i know hit detection is working cuz i got it to change colors when a detection takes place, but now im at a design blocki'm not really sure how I'm going to implement responses to the collisions. I've had some ideas, but they all seem like they will really clutter the collision function with unncecarry if statements.Oh yeah, another thing about collisions I realized is, well I just have a flag that says collision is on or off.. I noticed in Secret Maryo Chronicles, the guy put like multiple collision directions, which I guess would help stop movement and such.. should I have different kinds of collision flags like BULLET COLLISION and LAND COLLISION and such? should I keep track of how many collisions occur on important objects like the player at a time? (like, what if 2 bullets for example, it in a single frame, the collision flag only goes off once and the damage only occurs once).Suggestions? O_O.Oh yeah and also, a while back I had a working scrolling method using gluLookAt, would it be faster if I had my own function that did the equivalent of gluLookAt but without worrying about the Z axis and the Up vector? Would it even be possible? Because this engine is strictly 2D and I don't really have a use for those anyway, and it used to seem like really choppy when positioning the "camera" in that way.   
Quote:Original post by AAAPshould I keep track of how many collisions occur on important objects like the player at a time? (like, what if 2 bullets for example, it in a single frame, the collision flag only goes off once and the damage only occurs once).Most platform scrollers I have played usually make the player temporarily invincible after they take damage.  This could be due to the potential conflict as you described or just merely a convenience for the player.  That's one possible solution.   