1) I made a dynamic body with a rectangle shape, that can have force applied to it via keyboard, and a bunch of static rectangles as the ground. That bunch of rectangles cause a problem. They're in a row but when the movable character is sliding horizontally on them it seems to collide with the edge of the next one, freezing completely because I've fixed its rotation. When I don't fix it, it rotates and gets blown up suddenly, as if it hit a very small obstacle.
Visual representation: (dots are there because space gets auto-deleted, they don't mean anything)
....[1]......
[][][2][3][][]
If the blocks below block 1 are the ground and block 1 is a rectangle that's trying to slide on them towards the right, it'll freeze at a position similar to this. Exactly before moving on the next ground block.
(If we fail to communicate because of my bad visual representation I guess I'll just post a picture

I think I know what's happening. Correct me if I'm wrong: For some reason during collision detection block 3 is calculated as being slightly above block 2 (even though they have exactly the same position), or something similar. This seems to be the problem, but I'm not sure how to deal with it... Can anyone help? Is there a way to make collision resolution less sensitive? Seems like a problem that would be common but I failed at googling for a solution because I didn't know how to call it or describe it, as this post proves.
Edit: I've sort-of solved this one now, by turning the player rectangle into an octagon that's almost a rectangle. You can tell what I mean by that if you look at the function that calculates its vertices:
Code: Select all
function almostRectangle(width, height, slope)
local wdiv2 = width*0.5
local hdiv2 = height*0.5
if not slope then slope = 0.1 end
-- return vertices
return {
-wdiv2, -hdiv2, -- upper left
0, -hdiv2 - slope, -- upper middle
wdiv2, -hdiv2, -- upper right
-wdiv2 -slope, 0, -- center left
wdiv2 +slope, 0, -- center right
-wdiv2, hdiv2, -- down left
0, hdiv2 + slope, -- down middle
wdiv2, hdiv2 -- down right
}
end
2) Instead of calling Body:destroy (btw, should I use Body:setActive instead? This issue persists if I do anyway.) I made a table for instances to be destroyed, then I iterate over it and destroy them one by one so they all get destroyed together at a set place in the code. Is this a good idea, or is it pointless? Anyway, when I do this, some of them don't get destroyed (or deactivated) even though I know the instance of the body was on the table and it does get iterated over. I know because the other things I do to it (like stop it from getting drawn) along the destruction of its body do get done. Any ideas why?
I'm using love2d version 10.2 because love.graphics.print doesn't work for me, by the way.