Fixes: * Move the call to CollidesWithGrid() inside the Canvas instead of outside in the PlayScene.movePlayer() so it can apply to all Actors in motion. * PlayScene.movePlayer() in turn just sets the player's Velocity so the Canvas.Loop() can move the actor itself. * When keeping the player inside the level boundaries: previously it was assuming the player Position was relative to the window, and was checking the WorldIndexAt and getting wrong results. * Canvas scrolling (loopFollowActor): check that the actor is getting close to the screen edge using the Viewport into the world, NOT the screen-relative coordinates of the Canvas bounding boxes.master
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