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hexus avatar hexus commented on May 21, 2024 2

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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iCodeForBananas avatar iCodeForBananas commented on May 21, 2024 1

Ok going to try this out today and I'll get back to you.

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iCodeForBananas avatar iCodeForBananas commented on May 21, 2024 1

@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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hexus avatar hexus commented on May 21, 2024

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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iCodeForBananas avatar iCodeForBananas commented on May 21, 2024

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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hexus avatar hexus commented on May 21, 2024

M'kay, hopefully I'll be able to reproduce this at some point and work out what's going on.

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iCodeForBananas avatar iCodeForBananas commented on May 21, 2024

@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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hexus avatar hexus commented on May 21, 2024

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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iCodeForBananas avatar iCodeForBananas commented on May 21, 2024

@hexus When we finish this build I'll test this out just to confirm and close this issue.

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hexus avatar hexus commented on May 21, 2024

Cool. 👍

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hexus avatar hexus commented on May 21, 2024

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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hexus avatar hexus commented on May 21, 2024

I think I'll remove it. 😁

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