some random ideas for future self

This commit is contained in:
minjaesong
2023-08-08 01:39:33 +09:00
parent 6672dffdbc
commit 87d92ecb74
2 changed files with 13 additions and 10 deletions

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@@ -294,11 +294,13 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
val feetTileIsAllPlatform = feetTiles.filterNotNull().all { it.isPlatform }
if (isDownDown && feetTileIsAllPlatform && (controllerV?.y ?: 0.0) >= 0.0) {// ||
// occupyingTileHasPlatform && !feetTileHasPlatform) { // FIXME commenting this out enables platform-ladder but falldown gets slowed down if the body passes thru the platform but I think this behav might be beneficial for player?
downDownVirtually = true
// downDownVirtually = true
}
if (downDownVirtually && !occupyingTileHasPlatform && !feetTileIsAllPlatform) {
downDownVirtually = false
// downDownVirtually = false
}
// TODO just disable "snap to ground" on collision solver if {player's body overlaps with the platform/downDownVirtually}?
// the point is: disable snap (or don't consider offending tiles as solid) for certain Y-pos only, tiles on Y+1 are still solid
}
private inline val hasController: Boolean