Robin wrote:- In the future, please always upload a .love of what you're doing. This makes things much easier for everyone involved.
- First, you call quartersec:wait(). There quartersec.finished is set to false. Then, quartersec:waitFinished() returns quartersec.finished, which you just established is false. Thus, it always returns false and never executes the then branch.
Solution: remove the call to quartersec:wait() and place it where the timer should start.
Sorry for the late response. I was at a skiing trip with family and friends. I'll make sure to upload a .love next time
Whilst offline coding at the trip during free time, I decided to scrap the wait function idea and stick with the fundamentals that I know. Better to have an unoptimised working product than a half-baked, minutely perceivably optimised, dysfunctional product lol, since the project is due the week after next. Damn me and my severe procrastination Dx.
Thanks for the continued help though, Robin.
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Issue #4 - How to handle collision resolution?
STATUS: Unresolved.
I'm just sticking to box collision for now, so the detection part is completely fine. However, the resolution part is what is causing me grief. Right now, I have resolved most my problems with the collision resolution. There is still a multitude of problems however, namely the teleporting when jumping towards the opponent when already touching them. There is also the occasional issue where the player will get stuck on the opponent's top right/left corner and both will move in a uniform direction and speed. Oh there's also the one about jumping on a person thats next to the wall, so it makes the pushing of the top char not occur, but I plan on working on it right now.
I know my code is incredibly hideous, but can you guys please look into what is causing the other glitches? Well I understand why its happening, but I don't really have an idea as to how to go about to solving them. Is there a simpler way of tackling this collision resolution whilst still providing the same functionalities,
without the use of libraries because I'm really trying to minimise my use of them, at least for this project. Thanks.
wasd to move player 1, arrow keys to move player 2.