Uh-hum!, you see, you checked for collisions before your loop even began. The correct method is to check for collisions each loop. Soooo...
Change this:
to something along this line:
(I believe you have to call collisions before updateworld (I'm at work right now and my memory stinks) and then countcollisions or clearcollisions if necessary)
Change this:
;---------- ;Collisions ;---------- Collisions pl,ro,2,3 ;---- ;Loop ;---- While exists=1 PointEntity cam,player player_control() If KeyDown(1) Then exists=0 RenderWorld Flip Wend FreeImage load_screen FreeEntity blue_room End
to something along this line:
;---- ;Loop ;---- While exists=1 PointEntity cam,player player_control() If KeyDown(1) Then exists=0 ;---------- ;Collisions ;---------- Collisions pl,ro,2,3 UpdateWorld RenderWorld Flip ;CountCollisions ;ClearCollisions Wend FreeImage load_screen FreeEntity blue_room End
(I believe you have to call collisions before updateworld (I'm at work right now and my memory stinks) and then countcollisions or clearcollisions if necessary)