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| // -1/sqrt(2) | ||
| if (worldNormal.y >= -0.707) | ||
| // not from above - then we don't care // -1/sqrt(2) | ||
| // if (worldNormal.y >= -0.707) // old |
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there is no need to keep the old commented code
| const b2Manifold *maniFold = contact->GetManifold(); | ||
| if (maniFold->pointCount < 2) | ||
| return; | ||
| // if (maniFold->pointCount < 2) // old |
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there is no need to keep the old commented code
| return false; | ||
| _triggerMovement = _time + 200; // 600 | ||
| GameEvent.announceTargetCave(getVisMask(), *this, 1400); // 1200 | ||
| return true; // false; |
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wouldn't this start the movement right is in the same moment the announcement was made?
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Yes, kind of fast. I think with so many transfers it's a wasted player time to wait. Good for beginners.
Users can either se the announcement while npc walks or on HUD (top).
Now gameplay focues on flying.
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| bool Player::isLanded () const | ||
| { | ||
| if (!b2Vec2Equals(getLinearVelocity(), b2Vec2_zero)) |
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why is this removed here? can the player land now by sliding over the cave platform?
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Yes. No need to land perfectly from above. Now there is no need to start and land again if not.
Also before I could never land with wind present.
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so maybe we shouldn't check for zero here, but some epsilon? Otherwise the player might trigger npcs by just flying by fast - and sliding over the cave plattform.
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So far I tested, it works okay. I can fly by low. NPC will only start walking when player is reachable by platform, a check in other place.
Fixes this annoying bug when I land on platform and nothing happes, NPC stands still, because I didn't land (IMO way too) perfectly and I have to start and land again which is frustrating and not playable.
So this IMO fixes the sluggish Taxi gameplay. I'd like this instead, it's way better for all of taxi maps I add. NPCs feel quicker too.