In Super Mario World, Mario can only "jump" when his particle has
collision from an angle of around 45-135 degrees. So in order to allow
a jump, Mario's collision listener must register a Boolean stating
weather he can use his jump function or not.
My initial method for this was determining weather the colliding
particle was below Mario just by using its position and width/height.
This is not a solution at all as it cannot be usable in rotated
particles, abstract groups, etc.
Any idea how to get this list of collision angles before I pop the APE
hood?
Thanks!
-Joe