Hi i’m new in programming stuff, i i’m struggling to check collision with an Spriter Animated Sprite and a tile. I tried messing with the bounding box from the AnimatedSprite2D and creating a custom from an tile node, but i don’t seen to understand it well, it don’t intersect. Do anyone
i’m following this article: http://www.wildbunny.co.uk/blog/2011/12/14/how-to-make-a-2d-platform-game-part-2-collision-detection/
    void ResolveCollision(Node* tile) {
        BoundingBox actorBBox = animSprite->GetBoundingBox();
        actorBBox.Transform(node_->GetTransform());
        std::cout << "tile " << tile->GetPosition().ToString().CString() << "\n;";
        std::cout << node_->GetPosition().ToString().CString() << "\n;";
        if (actorBBox.IsInside(tile->GetPosition()) != OUTSIDE)
            std::cout << "NOT FIRING" << "\n";
    }
    void PosCollisions(float timeStep) {
        Vector2 position = node_->GetPosition2D() + Vector2(0, 0.5f);
        Vector2 predictedPos = position + (Vector2(velocity.x_, velocity.y_) * timeStep);
        Vector2 min = Vector2(Min(position.x_, predictedPos.x_), Min(position.y_, predictedPos.y_));
        Vector2 max = Vector2(Max(position.x_, predictedPos.x_), Max(position.y_, predictedPos.y_));
        int mapMinX = -1;
        int mapMinY = -1;
        map_->PositionToTileIndex(mapMinX, mapMinY, min);
        int mapMaxX = -1;
        int mapMaxY = -1;
        map_->PositionToTileIndex(mapMaxX, mapMaxY, max);
        for (int x = mapMinX; x <= mapMaxX; x++) {
            for (int y = mapMinY; y <= mapMaxY; y++) {
                Node* tile = map_->GetLayer(0)->GetTileNode(x, y);
                if (tile) {
                    ResolveCollision(tile);
                }
            }
        }
    }
      Edit: Updated Code