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Chipmunk Physics • View topic - The segment array ground vs player(box) on top of it thing

The segment array ground vs player(box) on top of it thing

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The segment array ground vs player(box) on top of it thing

Postby lumni » Sun Apr 13, 2014 9:29 pm

lumni
 
Posts: 2
Joined: Sun Feb 23, 2014 4:13 pm

Re: The segment array ground vs player(box) on top of it thi

Postby lumni » Wed Apr 30, 2014 9:43 am

i have found a solution to my problem but it wasnt related to what i thought it was, i'll explain just in case someone has the same problem.

first, that was not the right way to use that function (probably, since i didnt notice any effect).
second, that was not needed. the start point of a segmentShape was exactly the end point of the previous one and so on.
third, my character was not stuck on ground, it just couldnt jump sometimes and i didnt know why (i was using an inAir flag which i updated with the collision begin and separate callbacks).
the problem was, i setted the inAir flag to 1 every time the player separated from the ground, and setted to 0 again on begin. if the flag was 0, the player was allowed to jump. but if i started walking to the left or to the right, the player would then step in the next segment shape (begin callback would be called) and when it stepped out of the segment it was on top previously, separate would be called and that would set my flag to 1, so my player couldnt jump even though he was standing on the ground.
the solution is simply change the flag from bool to int and increment it on begin, decrement on separate, allow jump if != 0.

i know, stupid problem, but took me some time to figure it out. maybe this helps someone.
lumni
 
Posts: 2
Joined: Sun Feb 23, 2014 4:13 pm


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