It takes an entire jump to get a movable to fall down. I don't know if I like that or not, but to fix it, I'd have to figure out a different way to trigger the end of the fallInterval, because right now it will stop when the hero touches the floor (which is bad if the floor is a movable)
It takes an entire jump to get a movable to fall down. I don't know if I like that or not, but to fix it, I'd have to figure out a different way to trigger the end of the fallInterval, because right now it will stop when the hero touches the floor (which is bad if the floor is a movable)