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* Just added a text document outlining what I hope to do! Signed-off-by: Stuart "Sslaxx" Moore <stuart@sslaxx.co.uk>
…that are tested is the way to go here. Keep going until it's ready to be merged into master. Definitely do NOT just rewrite the thing from scratch. * Hooked up the movement direction to input strength. * Changed velocity to use it. * Removed one of the sprite facing lines, and changed the other to take velocity's X direction into account. Also moved it into the general physics processing function to allow grinding, being in the air etc. to be taken into account. It seems to work at least as much as the older code did (not that very much has been changed yet). No issues fixed as of yet, though. Not that this is intended to, just provide a platform for doing so. Not for this branch, but future plans include moving all the player control code into _input. An "interesting" side-effect is that the walking down walls bug has a new wrinkle. While walking down a wall the player is facing up. Well, that's for when I open a branch to fix that issue. Signed-off-by: Stuart "Sslaxx" Moore <stuart@sslaxx.co.uk>
* Made the condition for checking facing direction take into account both movement direction and velocity. Unsure if it's 100% perfect, but it - so far - appears to work. * Renamed some related variables to be more "human-friendly". Signed-off-by: Stuart "Sslaxx" Moore <stuart@sslaxx.co.uk>
* Given certain values more "human-friendly" variables to use for them. * Made some variables exportable, helping making it "easier" to create other characters that may have different limits. Signed-off-by: Stuart "Sslaxx" Moore <stuart@sslaxx.co.uk>
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Minor improvements to the movement code, plus other things.
Fixes #7
As far as I can tell, doesn't fix any other issues, but doesn't seem to make them worse either. Hopefully this'll be a decent base for further fixes - either #3 or #6 should be tackled next.