supertux
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Enemies should slip on ice just like Tux does.
I like this idea, it would make sense too
So I started looking into this as a start into the project as a whole. Now I am still not quite clear on what exactly is meant by the enemies should slip on the ice like Tux.
Could the expected behavior maybe be a little clarified for me.
The most notable portion where the slipperiness appears is when you turn around or when you try to stop. Neither of those behaviors seem to be apply to normal enemies all that well.
Enemies seem to turn around once they have hit a wall, if we would would wait for them to slip before turning they would just be standing there. I am also not really aware if enemies just randomly stop in which the slipperiness could be applied.
Some clarification would be really nice!
@Cnidarias That is mostly true.
However, I believe that friction change should at least be noticeable when a badguy enters the ice. As for the acceleration factor that is applied to Tux, this does not seem to make sense for badguys as they do not have an acceleration. For Tux, both friction and acceleration on ice are handled in https://github.com/SuperTux/supertux/blob/master/src/object/player.cpp. It would be definitely an interesting approach to move out at least one of this to general MovingObjects, for physics consistency.
We won't make it for 0.6.0 anymore
Are we even still doing this? It seems irrelevant, in my opinion.
Are we even still doing this? It seems irrelevant, in my opinion.
You're irrelevant in my opinion.
Yes, I still like the idea and think it should get implemented.
I don't hate this idea. Though only enemies truely affected yb it ar eprobably Haywire and enemies like Skullyhops and Toad. So priority is rather low if this is going to be considered