First off, the player will be controlling a circular object.
Im trying to do collision in a tile based game. One of my problems is not all the tiles are square. They are all sorts of irregular shapes. The way I was thinking of handling this was by doing 2 checks;
1) check if the player is in range of a hittable tile
2) check (somehow) if they actually came in contact with the tile
How would I do this? Or Is there a better way?
I’m using C#/XNA (probably not important)
There are several ways to handle this. Personally I would keep track of all of the collideable objects in a list. If there will be many objects (more then say 200) you could keep several lists. Each list would represent a quarter or eighth of the screen. On each update you can run through the lists and check for objects colliding (Tiles overlapping). If the tiles overlap then you would check for Pixel Perfect Collisions.