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Pixel mode breaks previous assumptions about layers. (we should collide at edges) #137
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Idea: For tiles on the same layer as an entity, draw the top half of the tile above the entity and the bottom half below. @pmer would you like to take this one? |
Sure, I'll take it. I wonder about that idea, though. Will that work if you come at the plant from the left or right side? |
Hmm, no it won't. Maybe we should do away with the whole colliding with the center of a tile thing. Then support polygons for nowalk in pixel mode. We would still need _tile_cross() but we would use a different method for collisions. |
I would like more time to think about this. Removing it from 0.0.6a for now. |
We could implement #92. That might provide a quicker fix more suitable for 0.0.8. |
How is that? |
Well, one of the reasons why we added the colliding with the center of a tile thing was to make it easier to walk down 1-tile-wide corridors. But #92 can also solve that problem. |
How will that fix the graphical layering issue? |
If we remove the colliding with the center of the tile and replace it with colliding at the edge of a tile then entities will no longer appear above tiles on the same layer. |
I don't see what that really has to do with #92 but yes. |
#92 keeps narrow corridors easy to move through so we don't regress in that area. |
Right, I thought you were saying #92 would fix the graphical issues. We should do both. |
Depends on #92. |
http://i.imgur.com/5Cm8A4V.png
The top of this bush should be above the player's feet, but since it's on the same layer as them they stand on it. If it were put a layer higher, their head would be under it if they approached from the bottom. Huge oversight. I'm not sure how best to fix this.
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