Open Alucard648 opened 7 years ago
1) hard crush effect can be saw on very slow delay, because it appears on moment of crushed between two walls. I'll add auto-pause on hard crush to let you see that moment. Result of hard crush is always death of crushed object and no need to keep this state long time. 2) same as first, hard crush has one frame moment only. 3) therefore I need to force payer be aligned to top not only "full filter enabled", also when player already staying on any slope surface 4) That because block has acceleration and every next frame speed is different. In result payer limited with previous speed gets new speed only when wall is no more detected 5) I'll check that 6) hard place, but I'll check that too 7) no matter which color, green or dark-yellow, block already punched. Here I hitting only one block which collides with player's center (how that done in the SMBX), but I can add flag to allow punching multiple. 8) Same as 1 and 2 9) That because block moved to extra 1 pixel lefter than grid, therefore this effect. One factor is moving speed of block has speed not aligned to touch every block edge accurate. So, is not a bug. 10) character here crushed on the damned corner
EDIT: I understood what you mean (1, 2, and 8) when I tested that myself on PC rather reading same on phone at morning. I fixed that. And I also added. About 9: that was gotten speed while collided wall which resets source moving speed of player while it pushes oppositely moving wall. However in real physics, with dependency from a floor friction, character must be moved some distance left after wall instantly turned About 10: That happen as sum of Y-speed resulted by slope formula and by crushing block's speed which resulted affecting corner with a hard crush. I need to try this in SMBX, will character die under this deadly ceiling? EDIT2: Tested in SMBX, and character doesn't crushed on it. But very wired deaths I found:
10'th item has been fixed