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@jemc jemc commented Aug 9, 2022

In the prior version of PhysicsUpdateSystem logic, if the PhysicsBody.body.velocity.x
velocity is zero, the Position.direction.x will always be updated to point to the negative direction.

This was causing the following problematic behavior:

  • an entity that "walks" rightward and is stopped by a "wall"
    will switch to facing left when it comes to a stop
  • an entity that "walks" leftward and is stopped by a "wall"
    will continue facing left when it comes to a stop

After this commit, the behavior is fixed and made consistent by ensuring that
when the X velocity is zero we do not update the X direction.

In the prior version of `PhysicsUpdateSystem` logic, if the `PhysicsBody.body.velocity.x`
velocity is zero, the `Position.direction.x` will always be updated to point to the negative direction.

This was causing the following problematic behavior:
- an entity that "walks" rightward and is stopped by a "wall"
  will switch to facing left when it comes to a stop
- an entity that "walks" leftward and is stopped by a "wall"
  will continue facing left when it comes to a stop

After this commit, the behavior is fixed and made consistent by ensuring that
when the X velocity is zero we do not update the X direction.
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