Open myozka opened 9 years ago
I can confirm the issue: http://screencast.com/t/hlmNt69d
yeah, known issue. thing is i calculate the collision between the dot and a vector (line). and there will always be edge cases
so the bug is here https://github.com/franzenzenhofer/lsd/blob/gh-pages/main.coffee#L350-L367
so either i can check if the line is intersection the dot, then i just move the dot a little bit somewhere (minus the -y-velocity) until it isn't - this is cheating
or just stop treating the dot as a dot and treat it like a vector. meaning: take the dot where it now is, take the dot where it will be on the next tick. see if this line intersects other line, if yes, it was a collision.
something like that
It is a better way to do that. ( treating the dot as vector of last location to current location).
The dirty trick you said also can be applied, it is easy and doesn't harm the process as long as you do it according to (velocity vector x 1%) etc.
@myozka
if you could help with either one of those (first the dirty trick one) would be really appreciated, I'm not sure what to do, a pointer in the right direction would also be appreciated
Dot-Line collision causes the dot to be skewered sometimes.
If I have time these days, I will create a pull request for it too.