================================= Walkable Attempt One ================================= int[] objectsX = new int[loadSprites.cfg.maxObjects]; int[] objectsY = new int[loadSprites.cfg.maxObjects]; for (int i = 0; i < loadSprites.cfg.maxObjects; i++) { objectsX[i] = loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2]; objectsY[i] = loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3]; } /*if (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][1] == 1) { for (int j = 0; j < 18; j++) { if ((loadSprites.cfg.playerX + j) >= loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] && (loadSprites.cfg.playerX + j) <= (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] + 18)) { if ((loadSprites.cfg.playerY + j) >= loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3] && (loadSprites.cfg.playerY + j) <= (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3] + 18)) { loadSprites.cfg.playerX = gotoX; loadSprites.cfg.playerY = gotoY; loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] = objectsX[i]; loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3] = objectsY[i]; } } } }*/ ================================== Walkable Attempt Two ================================== public int[][][] tileSpot = new int[13][13][3]; int tempY = (y - 36) / 18; int tempX = (x - 27) / 18; tileSpot[tempY][tempX][0] = x; tileSpot[tempY][tempX][1] = y; tileSpot[tempY][tempX][2] = 0; for (int i = 0; i < loadSprites.cfg.maxObjects; i++) { if (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] != 0) { int xx = (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2] - 27) / 18; int yy = (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3] - 36) / 18; if (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][1] == 1) { loadSprites.tileSpot[yy][xx][2] = 1; } else { loadSprites.tileSpot[yy][xx][2] = 0; } } } int tileX = (loadSprites.cfg.playerX - 27) / 18; int tileY = (loadSprites.cfg.playerY - 36) / 18; if (loadSprites.cfg.playerX == loadSprites.tileSpot[tileY][tileX][0] && loadSprites.tileSpot[tileY][tileX][2] == 1 && loadSprites.cfg.playerY == loadSprites.tileSpot[tileY][tileX][1]) { loadSprites.cfg.playerX = gotoX; loadSprites.cfg.playerY = gotoY; } else { =================================== Walkable Attempt Three =================================== canGoWest = true; canGoNorth = true; canGoEast = true; canGoSouth = true; //Checking for walkable tiles for (int i = 0; i < loadSprites.cfg.maxObjects; i++) { if (loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][1] == 0) { if (gotoX - 18 == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2]) { if (gotoY == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3]) { canGoWest = false; } } if (gotoY - 18 == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2]) { if (gotoX == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3]) { canGoNorth = false; } } if (gotoX + 18 == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2]) { if (gotoY == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3]) { canGoEast = false; } } if (gotoY - 18 == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][2]) { if (gotoX == loadSprites.cfg.object[loadSprites.cfg.playerRegion][i][3]) { canGoSouth = false; } } } }