A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky walls/floors). Solid bodies are resolved by testing the body-in-motion's new X with the old Y and adjusting if necessary before testing the new X with the new Y, again adjusting if necessary. Works great.
Ramps (rectangles with a flag set indicating bottom-left, bottom-right, etc) are resolved by calculating the ratio of penetration along the x-axis and setting a new Y accordingly (with some checks to make sure the body-in-motion isn't attacking from the tall or flat side, in which case the ramp is treated as a normal rectangle). This also works great.
Side-by-side ramps, eg. \/
and /\
, work fine but things get jittery and unpredictable when a top-down ramp is directly above a bottom-up ramp, eg. <
or >
or when a bottom-up ramp runs right up to the ceiling/top-down ramp runs right down to the floor.
I've been able to lock it down somewhat by detecting whether the body-in-motion hadFloor
when also colliding with a top-down ramp or hadCeiling
when also colliding with a bottom-up ramp then resolving by calculating the ratio of penetration along the y-axis and setting the new X accordingly (the opposite of the normal behavior). But as soon as the body-in-motion jumps the hasFloor
flag becomes false, the first ramp resolution pushes the body into collision with the second ramp and collision resolution becomes jittery again for a few frames.
I'm sure I'm making this more complicated than it needs to be. Can anyone recommend a good resource that outlines the best way to address this problem? (Please don't recommend I use something like Box2d or Chipmunk. Also, "redesign your levels" isn't an answer; the body-in-motion may at times be riding another body-in-motion, eg. a platform, that pushes it into a ramp so I'd like to be able to resolve this properly.)
Thanks!