There are these weird issues I'm having using HardonCollider that I can't seem to fix. One is that you can climb walls if you're moving against them, and that if you're walking against a block that's only one block tall, you "climb" on top of the block rather than jumping high above it. This illustration should help with understanding what I mean.
The player is the white box, and the blue path is what should be happening. The red path is what is currently happening.
Any idea on how to fix these issues?
EDIT: The controls for the game are just the arrow keys.
HardonCollider Issues with Tiles
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HardonCollider Issues with Tiles
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- xXxMoNkEyMaNxXx
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Re: HardonCollider Issues with Tiles
...Did you also notice that you can climb vertical walls?
Anyway, if you're using love.physics, there's probably a frictional force between the object and the character that is slowing the jump down, which makes sense.
Anyway, if you're using love.physics, there's probably a frictional force between the object and the character that is slowing the jump down, which makes sense.
Re: HardonCollider Issues with Tiles
I mentioned that in my post.xXxMoNkEyMaNxXx wrote:...Did you also notice that you can climb vertical walls?
I'm not using love.physics, I'm using HardonCollider.xXxMoNkEyMaNxXx wrote: Anyway, if you're using love.physics, there's probably a frictional force between the object and the character that is slowing the jump down, which makes sense.
- xXxMoNkEyMaNxXx
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Re: HardonCollider Issues with Tiles
Ah... does it include frictional forces, because that's what I'm thinking is happening on the side of an obstacle. I think that the character is allowed a slight bit inside the wall and is standing on the tile below for the walls...
That's my feeling of what is happening, does any of it sound plausible?
That's my feeling of what is happening, does any of it sound plausible?
Re: HardonCollider Issues with Tiles
That's basically why the wall climbing is happening, yeah. I think the box climbing has something to do with the character's yvel.
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- Prole
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Re: HardonCollider Issues with Tiles
I've had this same problem with HardonCollider before.
It's a little tricky to explain, but I think it's a combination of your player box's velocity and the resulting minimum translation vector (MTV).
In one timestep your character moving right, into a box, tries to move so it is within the box.
It's close to the top of the box, so when it moves into the box, the MTV for resolving the collision is actually up, to the top of the box, and not left, to where it came from.
As for how to resolve this, that's another issue.
It's a little tricky to explain, but I think it's a combination of your player box's velocity and the resulting minimum translation vector (MTV).
In one timestep your character moving right, into a box, tries to move so it is within the box.
It's close to the top of the box, so when it moves into the box, the MTV for resolving the collision is actually up, to the top of the box, and not left, to where it came from.
As for how to resolve this, that's another issue.
Re: HardonCollider Issues with Tiles
For the small box climbing issue, I was thinking that I'd just only set the velocity to 0 if the player is moving downward, but that didn't really work either.benhumphreys wrote:I've had this same problem with HardonCollider before.
It's a little tricky to explain, but I think it's a combination of your player box's velocity and the resulting minimum translation vector (MTV).
In one timestep your character moving right, into a box, tries to move so it is within the box.
It's close to the top of the box, so when it moves into the box, the MTV for resolving the collision is actually up, to the top of the box, and not left, to where it came from.
As for how to resolve this, that's another issue.
Why does working with tiles have to be so difficult.
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