ChrisNZL / Tallowmere2

Changelog, issue tracker, and development knowledge for Tallowmere 2.
https://tallowmere2.com
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Jumping / walking against wall – collision issue #836

Closed ChrisNZL closed 3 years ago

ChrisNZL commented 3 years ago

When running into a wall, then jumping, the height of the jump is cut short when the player spins.

Doesn't feel smooth.

Jump should reach regular height rather than stop abruptly.


only happens if the wall is on character right. It does not happen if the wall is on character left.

ChrisNZL commented 3 years ago

Further report – Red Mage – able to get stuck or clip more easily than other characters?

Feedback ID with bug report to investigate:

ChrisNZL commented 3 years ago

Further clinging issues:

t2_wall_bug

ChrisNZL commented 3 years ago

image

edit: believe this is also reproducible without jumping, just have to be facing away from a wall with shield raised – unable to walk until shield is lowered – need to investigate.

ChrisNZL commented 3 years ago

Very noticeable with the Outlander.

Not noticeable with Catbeast.

Need to check each character.

ChrisNZL commented 3 years ago

Fixed in 0.2.9.

Each CreatureBody has a Transform centerPoint... which is sometimes offset slightly compared to what the creature's Collider2D position actually is.

In 0.2.9, calculations now use the Bounds of the creature's Collider2D.

Additionally, prevented WorldObjectPositionFixer from performing a couple unnecessary feet-position checks.

Movement, spinning, and jumping against walls should now feel buttery smooth.

There may be some minor aiming adjustments with weapons and other systems that used to rely on targeting a CreatureBody.centerPoint, but the true center is used now.