RiverRatt is right. Basicly it's:
each entity needs to have a type definition:
entitytype player,1 ; you may use a Variable too, But YOU have to define the numbers. it may also be 1234 or 77 or any other int number, it only needs to be individual for each type.
entittype wall,2
then you need to tell Blitz how to handle collisions when these types collide:
eg:
Collisions 1,2,2,2 ; that is collsions typesource,typetarget,coll_method, feature
finally in the main loop you need to call UpdateWorld to process Collision handling at all.
So
EntityCollided(player,2)
would return the handle of wall since wall if of type 2 (if the player collided with the wall at all), or it would return zero if the player didn't collide with an entity of type 2.
each entity needs to have a type definition:
entitytype player,1 ; you may use a Variable too, But YOU have to define the numbers. it may also be 1234 or 77 or any other int number, it only needs to be individual for each type.
entittype wall,2
then you need to tell Blitz how to handle collisions when these types collide:
eg:
Collisions 1,2,2,2 ; that is collsions typesource,typetarget,coll_method, feature
finally in the main loop you need to call UpdateWorld to process Collision handling at all.
So
EntityCollided(player,2)
would return the handle of wall since wall if of type 2 (if the player collided with the wall at all), or it would return zero if the player didn't collide with an entity of type 2.