1 decade ago by meelooteen
I am not sure how to explain this. In a side-scroller platformer with a setup very similar to generic platformer example, an entity makes part of the wall, and the collision map makes the rest. If a player slides down the entity, it gets stuck between the two, for as long as the player moves toward the wall.
Is there an easy way to prevent this?
Is there an easy way to prevent this?
1 decade ago by Joncom
So the blue "player" is supposed to slide down the wall instead of hanging there, right?
1 decade ago by meelooteen
Yes, sorry if my explanation is junk. It doesnt happen until the right arrow is released.
The pixels in weltmeister are perfectly aligned. The green entity is grounded, and it happens on both left and right side of it.
I've been running into this problem in other engines before, and I've fixed it by adding a tiny bounceback on player collision with the entity, but It doesn't look too nice in tight spaces.
The pixels in weltmeister are perfectly aligned. The green entity is grounded, and it happens on both left and right side of it.
I've been running into this problem in other engines before, and I've fixed it by adding a tiny bounceback on player collision with the entity, but It doesn't look too nice in tight spaces.
1 decade ago by meelooteen
it looks ok if i put this on the moving entity, it sticks for a frame then slides off. I'm still interested in a more elegant solution, but I can see the reasoning behind this behavior (prefering to allow for horizontal movement in order to avoid the toe stubbing while walking)
(my sprites are facing left hence the inverted flip)
collideWith:function(other, axis ) { this.parent(); if(other.id==ig.game.getEntitiesByType(EntityRunner)[0].id && axis=='x') { other.anims.idle.flip.x?other.vel.x=-20:other.vel.x=20; } }
(my sprites are facing left hence the inverted flip)
1 decade ago by drhayes
This is a bug in how Impact checks collisions with the tilemap. HawkleyFox found a fix for it that you should try.
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