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It seems that the check function never returns multiples collisions when they occurs. It always only return the first one.
functionClone:move(vx, vy)
localxx=self.x+vxlocalyy=self.y+vylocalnx, ny, cols, len=self.world:check(self, xx, yy)
ifself:isGoingUp(vy) thenfori=1, lendolocalcol=cols[i]
localother=col.otherifcol.normal.x==0andother.isClonethenother:move(0, vy)
endend-- Make the player "stick" to the entity it just pushed...endself.x, self.y=x, yself.world:update(self, x, y)
end
The text was updated successfully, but these errors were encountered:
lucassardois
changed the title
check doesn't
Check never returns multiple collisions.
Mar 11, 2019
Hello,
It seems that the check function never returns multiples collisions when they occurs. It always only return the first one.
The text was updated successfully, but these errors were encountered: