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Thread: Jumpthrough platforms and some problems

  1. #1
    Clicker Fusion 2.5
    Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)

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    Jumpthrough platforms and some problems

    So I have this system with platforms that you can jump through, and then stand on.

    As it is now, the platforms are activated as platforms once the y value of the player collisionmask is greater than the y of the actionspot of the platform(the actionspot is set at the very top of the platform).

    Now, the problem I'm having is that the players collision mask is size constant, so when the player jumps, the collision mask extends quite a bit beyond the sprite in height downwards. This means that when he is jumping through a platform, it will look like he should be able to reach the platform on the sprite, but the collision mask will be further down. If I change the moment of activation of the platform, the player will be stuck in the platform as it is now considered a collisionobject and the player is colliding with it.

    Any ideas on how to solve this matter? I've tried having a separate collision mask for jumping, but that resulted in the players collision mask going through the ground when it reverted to the normal one after landing.

  2. #2
    Clicker Fusion 2.5
    Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)

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    I had the idea of implementing a solution where if the collisionmask is overlapping the obstacle while the player is falling and the collisionmask is in jumpsize, the collisionmask is set to standard size and moved up the amount of pixels that differ between the normal and the jumpsize. I'll report back how it went!

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