![]() 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`. |
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.. | ||
levels | ||
actors.scm | ||
animation.scm | ||
audio.scm | ||
effects.scm | ||
level.scm | ||
scripts.scm | ||
tileset.scm | ||
time.scm |