Comments (2)
Steps to achieve this:
- Implement second-order mechanics in
Entity
. - Gravity should be applied to entities, and should be disablable using the
isFlying()
API. - Don't fall through the floor. Set perpendicular component to 0 on collision.
from thoth.
Make sure the implementation allows the direction of gravity to be reversed and stuff. This shouldn't be too hard, but something to keep in mind given some of the use cases we have in mind.
from thoth.
Related Issues (20)
- Deprecate or adapt Masking? HOT 3
- Refactor structure of semantic trees. HOT 1
- Update items UI when an item is added or removed from the InventoryOverlay.
- Specific constructors in Tile should be refactored as static factory functions.
- Higher frame rate player animation. HOT 1
- Allow animations to have variable frame rate. HOT 1
- Recreate tutorial.
- Simplify spellcasting.
- Clean up Detector/Despawner within Entity hierarchy.
- Have tripwires hold objects from falling.
- Fix AI so it jumps instead of creeping up and down
- "Tell it to explode if it touches a mummy"
- Improve InventoryOverlay HOT 1
- Use OpenGL-accelerated rendering
- Better dialog overlay HOT 1
- HUD enhancement HOT 2
- Shooting midair freezes game
- Make all kinds of entities use hasGravity HOT 1
- Bullet sprite rendering HOT 1
- Frame rate/move speed seems to be weirdly tied to world size
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from thoth.