foss-mmo/modules/game
Juliana Sims c8705eca18
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`.
2024-05-25 15:23:56 -04:00
..
levels Fix the switch collision issue for real 2024-05-25 15:23:56 -04:00
actors.scm Revert "Revert "Add activation counting to switched emitters"" 2024-05-25 15:23:56 -04:00
animation.scm Add animations. 2024-05-25 06:53:06 -04:00
audio.scm Allow the same sound effect to be played many times simultaneously. 2024-05-22 21:30:06 -04:00
effects.scm Add animations. 2024-05-25 06:53:06 -04:00
level.scm Combine ^gem and ^ghost-gem into one actor. 2024-05-24 13:14:45 -04:00
scripts.scm Add script scheduler and pre/post visual effects system. 2024-05-23 11:44:24 -04:00
tileset.scm Add basic undo with Z key. 2024-05-18 18:51:45 -04:00
time.scm Add animations. 2024-05-25 06:53:06 -04:00