Return False: Solid Collision Between Actors
* Implement the handler code for `return false` when actors are colliding with each other and wish to act like solid walls. * The locked doors will `return false` when they're closed and the colliding actor does not have the matching key. * Add arbitrary key/value storage to Actors. The colored keys will set an actor value "key:%TITLE%" on the one who touched the key before destroying itself. The colored doors check that key when touched to decide whether to open. * The trapdoor now only opens if you're touching it from the top (your overlap box Y value is 0), but if you touch it from below and the door is closed, it acts like a solid object.
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rect_test.go
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rect_test.go
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@ -54,6 +54,16 @@ func TestIntersection(t *testing.T) {
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B: newRect(0, -240, 874, 490),
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Expect: false, // XXX: must be true
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},
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{
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A: newRect(0, 30, 9, 62),
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B: newRect(16, 0, 32, 64),
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Expect: false,
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},
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{
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A: newRect(0, 30, 11, 62),
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B: newRect(7, 4, 17, 28),
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Expect: false,
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},
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}
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for _, test := range tests {
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