Comments (3)
Okay, lots of tweaking and experimenting later. Will just put here what I have the lines mentioned above set to
Left Wall:
if (player[0].x < 1000 && badAngles.length > 0) {
var newX = -300 - screenDistance();
Top Wall:
if (player[0].y < 1000 && badAngles.length > 0) {
var newY = -300 - screenDistance();
Right Wall:
if (player[0].x > 10200 && badAngles.length > 0) {
var newX = 11500 + screenDistance();
Bottom Wall:
if (player[0].y > 10200 && badAngles.length > 0) {
var newY = 11500 + screenDistance();
from agar.io-bot.
What you did can be considered a temporary fix. The real problem comes from the way I calculate angles when a player is inside an enemy. Right now, I create a fake enemy right on the other side of the wall. Sometimes, the enemy is too close to the wall and big enough to completely cover the bot. An easier way to fix this would be to simply move the wall enemy further behind the wall based on the size they are set to.
from agar.io-bot.
Yeah, my fix even stops working if the cell gets too big. I'm going to try one more thing!
Seeing if this works:
var newY = 11350 + (player[0].size * .5) + screenDistance();
var n = new ya(wallI, player[0].x, newY, player[0].size + 100, "#000", false, "Bottom Wall");
Theory; the fake enemy should always be at least more than the player's radius away from the player
(playersize/2)+150, the playersize+100 should not make its radius more than 150 more than the player's radius
This system has resulted in no issues with getting stuck, or browser crashes. Been running it this way for ~2 hours
from agar.io-bot.
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