Diarandor
Diarandor
(And update the Lua API of collision tests for custom entities and for the event entity:overlaps().) The collision happens if the ground position of the other entity is inside the...
You can test this with chameleon enemies in the project CoS (they disappear but don't reappear later). This worked in a previous dev snapshot of v1.6, but not with the...
Add creation of custom grounds, with some properties as follows. Properties: -string ground_type. The new type of the ground. We could also allow to override built-in types of ground for...
Add missing transition events to make our lives easier: Item events: - [ ] item:on_map_finished(map) - [ ] item:on_opening_transition_finished(map, destination) Menu events: - [ ] menu:on_map_finished(map) - [ ] menu:on_map_changed(map)...
If I immobilize an enemy and then start a straight movement on him, the movement is stopped by the engine before the max distance is reached. This is a problem...
Some functions like "sol.main.get_angle(x1, y1, x2, y2)" work in radians. However, the circle movements work in degrees (initial angle, angle speed, etc). This is too confusing. All of these functions...
It would be nice and very useful to give more parameters to "entity:overlaps(other_entity, "sprite")" to choose the sprites considered for the collision. Something like: entity:overlaps(other_entity, "sprite" [, entity_sprite, other_entity_sprite])
When the hero jumps with a jumper, it should be possible to get the height somehow, to notify custom weapon sprites and draw them with correct height. There are two...
Wrong ground detection over custom entities after falling on bad grounds: https://youtu.be/Zzwp2d5me3w