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Jul 10, 2022 at 21:26 history bounty ended B''H Bi'ezras -- Boruch Hashem
Jul 10, 2022 at 21:26 vote accept B''H Bi'ezras -- Boruch Hashem
Jul 10, 2022 at 21:26 comment added B''H Bi'ezras -- Boruch Hashem ya youre right, it works now! its a miracle
Jul 10, 2022 at 21:18 comment added John Haggerty You have "dirY+ris" instead of "dirY*ris"
Jul 10, 2022 at 7:48 comment added B''H Bi'ezras -- Boruch Hashem Actually I realized in the last edit I had misspelled "dist" and "dst" causing it to resolve the position as NaN which made it stop, I fixed that now, but the behavior is still unexpected as it jitters different directions for some reason, although if it's hit from the bottom it appears to slide for a brief amount of time, not sure why
Jul 10, 2022 at 7:40 comment added B''H Bi'ezras -- Boruch Hashem Hi thanks again for the suggestion, I tried it but for some reason it still appears to have the same result [and changed the sketch in the edit]
Jul 10, 2022 at 7:35 comment added John Haggerty Ah, I didn't realize you were testing collision with a different vector (next) than the player's actual position. I think it will work if you use me.next instead of me.position to calculate vecBetween, because then it will respond to the intended movement.
Jul 10, 2022 at 7:31 comment added B''H Bi'ezras -- Boruch Hashem Hi thanks for the answer. I tried both ways, and it almost works as expected, except [if u plug in the code from above] the player simply stops when it collides with the circle, but the expected behaviour Im trying to get is like in MMORPGs where the character slides off of the walls / edges of things it comes in contact to, so in this case ideally not only would the player stop, but slide around the edges, if that makes sense
S Jul 10, 2022 at 7:05 review First answers
Jul 10, 2022 at 8:47
S Jul 10, 2022 at 7:05 history answered John Haggerty CC BY-SA 4.0