moving platforms can 'steal' actors

This commit is contained in:
minjaesong
2026-02-09 02:34:49 +09:00
parent 5394f17686
commit 855e0ea12a

View File

@@ -133,7 +133,19 @@ abstract class PhysContraption() : ActorWithBody() {
INGAME.actorNowPlaying?.let { candidates.add(it) }
for (actor in candidates) {
if (!actorsRiding.contains(actor.referenceID) && actor.platformsRiding.isEmpty() && isActorOnTop(actor)) {
if (actorsRiding.contains(actor.referenceID)) continue
if (!isActorOnTop(actor)) continue
// If already riding another contraption, only steal if this
// surface is strictly above (smaller Y) to prevent oscillation.
if (actor.platformsRiding.isNotEmpty()) {
val currentPlatform = INGAME.getActorByID(actor.platformsRiding[0]) as? PhysContraption
if (currentPlatform != null && hitbox.startY >= currentPlatform.hitbox.startY) continue
// Transfer: remove from old contraption without velocity impulse
currentPlatform?.actorsRiding?.remove(actor.referenceID)
actor.platformsRiding.clear()
}
mount(actor)
snapRiderToSurface(actor)
// Landing on the contraption kills all vertical velocity.
@@ -146,7 +158,6 @@ abstract class PhysContraption() : ActorWithBody() {
actor.walledBottom = true
}
}
}
/**
* Geometry check: is this actor positioned on top of the contraption such that