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death-of-a-deal's Issues

Low Player Model Tolerance

Screen.Recording.2024-03-15.at.9.34.30.PM.mov

Pretty much summarized above, but the player model experiences collisions in narrow spaces it should be able to pass (height of two tiles). Potential fix is just to lower player model height dimension with larger tolerance.

Modals showing when they shouldn't be

Steps to reproduce:

  1. Open a level with a modal implemented in the modal layer
  2. Close the level
  3. Open another level that shouldn't have a modal. The modal for the previous level will still appear.

FrozenImpulse Limit

It is tested that with the player frozen density set to 30, we need to add at least 10 for frozen impulses to slopes to achieve the slope launch effect. The reason is unknown.

Breakable tiles inconsistent at high speeds

When the player is at a high speed they will sometimes still bounce off the breakable tile even if it should break and they should be able to directly pass through it. This should be solved in the breakable platform tiles refactor

Pass through and breakable tiles still inconsistent

Easiest way to reproduce: put a bunch of pass through tiles in a level, then quickly tap the jump button, if you keep doing it eventually you will phase through the tile.

For breakable, try slamming yourself into them at high speed. It is essential that this is fixed as soon as possible so we can create and test levels using breakable tiles.

Demonstration levels:
Specifically, on levelBreakablePassTest.json, the breakable tiles cancel the player's momentum when sliding into them horizontally from the slope. Also, when jumping on the pass through tiles from the slope, the player will often fall through. Same with jumping on the edge of the platform tiles. Lastly, the breakable platforms still have some inconsistency for vertical momentum, if you go to multipleFans.json level, you will see that occasionally, the player still bounces off the breakable platforms in the petrified state before they break.

if you petrify on a vertical fan and then unpetrify, you just remain on the fan (not pushed by the wind). Also, this seems to be a good demo of pass through tile inconsistency, since when you move up through the pass through tile you just fall right through it pretty often. It's levelVertical.json on the MakeLevels branch that has this issue

All objects offset in position

Slopes, bounce pad, breakable platforms, and fans all have their position offset by their target value in Tiled. We need a centralized abstraction for parsing all objects for their position and other common factors (such as density, restitution, friction, etc.). Make sure objects are all parsed the same way using the same static method, and that this is correct.

Spinner Initialization offset

image As seen here an additional piece of code is needed here in tileParseJson to deal with the spinner platform class. It could be something related to the pivot point being different in tiled and box2d. The current version works but might need changes for consistency in the future.

Timer is offset by -1

When putting in the timer for the map, putting in n makes the timer have n-1 seconds.

Toggling frozen state creates impulse

When toggling stone state quickly and interacting with platforms cause horizontal impulse. To reproduce error, try rapidly toggling to frozen state and back before touching a platform.

Screen.Recording.2024-04-23.at.2.41.41.PM.mov
Screen.Recording.2024-04-23.at.2.49.47.PM.mov

Pass through tiles drop down not all pass through

If you stand above more than one pass through tile and press the down action, sometimes only 1 of 2 pass through tiles will allow the player to pass through, causing them to slide off the other one.

Wind does not fully push character

If you jump into the wind created by the fan, you get pushed initially, but right as the character reaches the apex of its jump, the wind seems to stop pushing the character. My guess is that this is because you have the force code in beginContact, but you actually want to apply a much smaller force but every frame that the objects are overlapping. I think beginContact only fires at the start of the player contact.

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