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Pixel mode breaks previous assumptions about layers. (we should collide at edges) #137

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seisatsu opened this issue Apr 29, 2017 · 13 comments
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@seisatsu
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http://i.imgur.com/5Cm8A4V.png

The top of this bush should be above the player's feet, but since it's on the same layer as them they stand on it. If it were put a layer higher, their head would be under it if they approached from the bottom. Huge oversight. I'm not sure how best to fix this.

@seisatsu seisatsu added the bug label Apr 29, 2017
@seisatsu seisatsu added this to the Alpha-0.0.6a milestone Apr 29, 2017
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seisatsu commented Apr 29, 2017

Idea: For tiles on the same layer as an entity, draw the top half of the tile above the entity and the bottom half below. @pmer would you like to take this one?

@pmer
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pmer commented Apr 29, 2017

Sure, I'll take it.

I wonder about that idea, though. Will that work if you come at the plant from the left or right side?

@pmer pmer self-assigned this Apr 29, 2017
@seisatsu
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seisatsu commented Apr 29, 2017

Hmm, no it won't. Maybe we should do away with the whole colliding with the center of a tile thing. Then support polygons for nowalk in pixel mode. We would still need _tile_cross() but we would use a different method for collisions.

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pmer commented Apr 29, 2017

I would like more time to think about this. Removing it from 0.0.6a for now.

@pmer pmer removed this from the Alpha-0.0.6a milestone Apr 29, 2017
@seisatsu seisatsu added this to the Alpha-0.0.7 milestone Apr 29, 2017
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pmer commented Apr 29, 2017

We could implement #92. That might provide a quicker fix more suitable for 0.0.8.

@seisatsu
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How is that?

@seisatsu seisatsu modified the milestones: Alpha-0.0.7, Alpha-0.0.8 Apr 29, 2017
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pmer commented Apr 29, 2017

Well, one of the reasons why we added the colliding with the center of a tile thing was to make it easier to walk down 1-tile-wide corridors. But #92 can also solve that problem.

@seisatsu
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How will that fix the graphical layering issue?

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pmer commented Apr 29, 2017

If we remove the colliding with the center of the tile and replace it with colliding at the edge of a tile then entities will no longer appear above tiles on the same layer.

@seisatsu
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I don't see what that really has to do with #92 but yes.

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pmer commented Apr 29, 2017

#92 keeps narrow corridors easy to move through so we don't regress in that area.

@seisatsu
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Right, I thought you were saying #92 would fix the graphical issues. We should do both.

@pmer pmer removed their assignment Apr 30, 2017
@seisatsu seisatsu changed the title Pixel mode breaks previous assumptions about layers Pixel mode breaks previous assumptions about layers (we should collide at edges) Apr 30, 2017
@seisatsu seisatsu changed the title Pixel mode breaks previous assumptions about layers (we should collide at edges) Pixel mode breaks previous assumptions about layers. (we should collide at edges) Apr 30, 2017
@seisatsu seisatsu modified the milestones: Alpha-0.0.8, Alpha-future May 17, 2017
@seisatsu seisatsu removed this from the Alpha-future milestone Sep 30, 2017
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pmer commented Oct 7, 2017

Depends on #92.

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