From c8705eca18dbe8530e78b0cf61e82d1f3208f9fb Mon Sep 17 00:00:00 2001 From: Juliana Sims Date: Sat, 25 May 2024 15:19:25 -0400 Subject: [PATCH] Fix the switch collision issue for real The issue was that the new switch code to support stacked actors sends `'activate` to every actor at a given grid coordinate regardless of type. This is fine for most uses, but because this level had an emitter over a wall, the switch tries to `'activate` the wall. Replacing the wall tile with a floor tile (which produces no actor and therefore receives no `'activate` message) works just fine. Instead of adding type checking to allow a hacky and needless use case, I instead advise just not sticking switch targets over walls or other actors that don't support `'activate`. --- modules/game/levels/rat-1.tmx | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/modules/game/levels/rat-1.tmx b/modules/game/levels/rat-1.tmx index 08d1a13..ebcecef 100644 --- a/modules/game/levels/rat-1.tmx +++ b/modules/game/levels/rat-1.tmx @@ -16,7 +16,7 @@ 83,128,82,84,92,85,24,24,24,24,24,24,20,24,24,24,24,107,83,83, 24,24,24,86,89,105,24,24,24,87,103,102,103,102,103,88,24,24,24,24, 24,18,24,86,150,101,88,24,87,104,191,151,130,109,189,85,24,19,24,24, -24,24,24,106,91,110,85,24,106,130,209,130,110,131,89,105,24,24,24,24, +24,24,24,106,91,110,85,24,24,130,209,130,110,131,89,105,24,24,24,24, 102,102,102,104,169,189,85,24,86,150,151,149,171,151,190,101,103,103,103,103