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fix: sliding collisions (#911)
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Closes #910

This was more simple than I expected. When a sliding player collides
with something and stops moving, the transform adjustment to stand up
didn't take into account the direction the player is facing.


https://github.com/fishfolk/jumpy/assets/25290530/aecf7cf4-72ef-427b-8f16-73000f43ad5f
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nelson137 authored Jan 25, 2024
1 parent b78d907 commit 3e99ea2
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Showing 2 changed files with 16 additions and 6 deletions.
2 changes: 1 addition & 1 deletion src/core/elements/slippery_seaweed.rs
Original file line number Diff line number Diff line change
Expand Up @@ -88,7 +88,7 @@ pub fn update(
.actor_collisions(p_ent)
.contains(&seaweed_ent)
{
state.current = "core::incapacitated".into();
state.current = *incapacitated::ID;
continue;
}
}
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20 changes: 15 additions & 5 deletions src/core/player/state/states/crouch.rs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,8 @@ pub fn player_state_transition(
&mut bodies,
&mut transforms,
)) {
let meta_handle = player_inputs.players[player_idx.0 as usize].selected_player;
let player_input = &player_inputs.players[player_idx.0 as usize];
let meta_handle = player_input.selected_player;
let meta = assets.get(meta_handle);

// Reset the body size and position if we stop sliding
Expand All @@ -33,7 +34,10 @@ pub fn player_state_transition(
body.shape = ColliderShape::Rectangle {
size: meta.body_size,
};
transform.translation += (meta.body_size.y - meta.slide_body_size.y) / 2.0;
let offset = (meta.body_size.y - meta.slide_body_size.y) / 2.0;
let direction = player_input.control.move_direction.x.signum();
transform.translation.x += offset * direction;
transform.translation.y += offset;
}
}
}
Expand Down Expand Up @@ -69,7 +73,8 @@ pub fn handle_player_state(
if state.current != *ID {
continue;
}
let meta_handle = player_inputs.players[player_idx.0 as usize].selected_player;
let player_input = &player_inputs.players[player_idx.0 as usize];
let meta_handle = player_input.selected_player;
let meta = assets.get(meta_handle);

if body.velocity.x == 0.0 {
Expand All @@ -79,7 +84,10 @@ pub fn handle_player_state(
body.shape = ColliderShape::Rectangle {
size: meta.body_size,
};
transform.translation += (meta.body_size.y - meta.slide_body_size.y) / 2.0;
let offset = (meta.body_size.y - meta.slide_body_size.y) / 2.0;
let direction = player_input.control.move_direction.x.signum();
transform.translation.x += offset * direction;
transform.translation.y += offset;
}
}
} else if let ColliderShape::Rectangle { size } = &body.shape {
Expand All @@ -89,7 +97,9 @@ pub fn handle_player_state(
body.shape = ColliderShape::Rectangle {
size: meta.slide_body_size,
};
transform.translation -= (meta.body_size.y - meta.slide_body_size.y) / 2.0;
let offset = (meta.body_size.y - meta.slide_body_size.y) / 2.0;
transform.translation.x -= offset;
transform.translation.y -= offset;
}
}

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