Comments (12)
Fixed by the above! Will be in v0.2.0, and the feature itself will probably just be removed. 👍
Planning to get it released pretty soon, so michaeljcalkins/rangersteve-ideas#239 should be sorted soon. 😉
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Ok going to try this out today and I'll get back to you.
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@hexus I was literally trying to find this yesterday because I had players mentioned it happening. I just ended up removing all of the snap stuff in a local build of the plugin.
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If you comment out this line in your copy of the plugin, does it fix the issue? If not, then something else is causing this.
Try also updating to v0.2.0-alpha if you haven't yet. It contains a restriction whereby collisions are only resolved if a body is moving into a collision normal.
I'll be able to look at this a little more at a later date, as I'm somewhat ill today. 😷
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It still appears to be happening, it's pretty minor though.
Just to be sure I commented out the line on 498 because it moved.
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M'kay, hopefully I'll be able to reproduce this at some point and work out what's going on.
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@hexus Is there a way to disable the snap functionality?
It tends to happen a lot when I'm moving very quickly.
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It's disabled completely unless any of these values are non-zero:
https://github.com/hexus/phaser-arcade-slopes/blob/v0.2.0-alpha/src/ArcadeSlopes/SatSolver.js#L287
So what you're seeing is likely because of the tunnelling issue you mentioned in #8, except in this case they're not falling through a tile, they're moving some way into it without any steps in between.
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@hexus When we finish this build I'll test this out just to confirm and close this issue.
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Cool. 👍
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I've looked over the code again recently and it appears as though snap was running even with the values set to zero! Sorry that I missed this.
I'm actually thinking of removing the solution entirely, as the "pull" mechanic is a much nicer way of solving sticky tiles.
This will either be fixed, or the feature removed, in v0.2.0.
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I think I'll remove it. 😁
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Related Issues (20)
- Automatically update sprite body polygons
- Remove the snap feature HOT 1
- Fix the wasTouching flags HOT 1
- Improve tunnelling HOT 12
- Ninja physics mapping for 64px+ HOT 1
- Fix skipped collisions between tiles HOT 3
- Prevent internal edge collisions without heuristics HOT 4
- AMD/UMD HOT 2
- Object pooling for calculations HOT 1
- Bodies not colliding HOT 2
- Automatically set colliding tiles for Tilemaps
- Drop Bower HOT 1
- Update npm package HOT 10
- Full-block tile in arcadeslopes not registering for collision HOT 4
- Using Slopes in Typescript HOT 20
- Question: How to prevent slipping or sliding on slopes HOT 1
- Curved slopes HOT 4
- Phaser 3 HOT 14
- Errors: "Unresolved slope type 'r' / Slope type r not defined", "tilemapLayer.getTileOffsetX is not a function" HOT 4
- Sprite jitters/bounces at some tile junctions HOT 14
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