1 decade ago by gxxaxx
I was trying to create some blocks that I could have the player move around on the level. The idea was to make different blocks not moveable in particular directions.
For example:
Block A could move left, right, down, but not up.
Block B could move right, down, up, but not left. etc.
All of this making for a puzzle device.
In looking for a means to solve this I ran into:
// FIXME: This is a mess. Instead of doing all the movements here, the entities
// should get notified of the collision (with all details) and resolve it
// themselfs.
If this is in fact being updated in a soon to arrive upgrade, I will just wait patiently.
However, if this is not coming any time soon, then, I'll need to try to find a solution another way.
No pressure. Just don't want to solve something the hard way, that the core impact code will make easier later.
ig.Entity.seperateOnXAxis
For example:
Block A could move left, right, down, but not up.
Block B could move right, down, up, but not left. etc.
All of this making for a puzzle device.
In looking for a means to solve this I ran into:
// FIXME: This is a mess. Instead of doing all the movements here, the entities
// should get notified of the collision (with all details) and resolve it
// themselfs.
If this is in fact being updated in a soon to arrive upgrade, I will just wait patiently.
However, if this is not coming any time soon, then, I'll need to try to find a solution another way.
No pressure. Just don't want to solve something the hard way, that the core impact code will make easier later.
ig.Entity.seperateOnXAxis