this looks cute..... i like that you play as a kitty....
im curious how hard it was to program the movement..... i dont think ive ever made a game with nontrivial collisions on the z axis..... the slopes particularly seem like they would be weird to do
the method i'm using is pretty inefficient really and it purely uses bounding boxes so i'd have to change it up if i want to use more complex masks.
at the moment it checks each block and seeing if the bounding boxes interesect; if it does, then it moves on to compare Z levels to see if it's a top, side or bottom collision. In the case of a side or bottom collision it just pushes the player out, but if it's a top collision then it sets a "zfloor" variable in the player to the block's z level, if it's higher than zfloor already.
In the case of
slopes, then instead it compares a lerp of the block's base z-level and the top of where the slope should be instead of just straight z.
If I wanted more than a bounding box collision then I'd need to rewrite both checking the collision (which could just be a place_meeting function) and how it pushes the player out (nooo idea how i'd do that).