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Re: Pingu stuck and collision code


From: Ingo Ruhnke
Subject: Re: Pingu stuck and collision code
Date: 30 Sep 2002 18:47:32 +0200
User-agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.2

Gervase Lam <address@hidden> writes:

> Just wondering what your solution to the problem caused by my fix to stop 
> Pingus getting stuck between Bridges and Ceilings is going to be? :-)

Quick workaround was to reduce the check range from the whole block to
a single pixel, after all I just want avoid that a pingu get stuck in
a one pixel gap, if it walks into a region from which he can't return,
that might be ok, but depends on the situation of course.

> Previously, I have been able to get Pingus stuck by trying to force
> Bridgers to build "beyond" the ceiling, with bridges going left and
> right. In Lemmings, you could get Lemmings stuck between bridges
> going left and right.
>
> So, sometimes situations like these are caused by the player rather
> than the Pingus code itself. I think it would be hard to tell the
> difference.

Yep, we don't need to over-fix Pingus, its just needs enough to feel
good, not to perfect (since it propally can't).
 
> I also get the feeling that the Drift Down mode could help players escape 
> from this situation which is really the player's own fault.
 
The down-drift thing might be worth a try, even so I am not sure that
it will really work out as expected. Code should work something like:

if (in_bridge())
{
  walk_up_and_forward();

  if (head_collision() && head_obstacle_small())
    walk_down();
  else
    reverse ();
}
 
> Ingo, as you are trying to sort out the Bridger stopping too soon
> problem, I'll have a go at the Basher stopping immediately before
> doing the final bash problem tomorrow, as I mentioned in a previous
> post.

The basher code current checks the wrong pixel, picking a check range
that is closer to the bash-radius and to the pingus height might help.

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