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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-03-11 17:29:02 -0500
committerStar Rauchenberger <fefferburbia@gmail.com>2021-03-11 17:33:15 -0500
commita6d1ded1a41d0f461bf340a33e21fa896ce9da66 (patch)
tree9ddaf30031b1ffe2aa8be9b412038c99a6b879d7 /src/character_system.cpp
parenteb9fa5020317a44f17cc4906c4c1c6fe55700d3e (diff)
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Added sliding around solid tiles
#3
Diffstat (limited to 'src/character_system.cpp')
-rw-r--r--src/character_system.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index 10cb06f..368505e 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp
@@ -153,7 +153,7 @@ void CharacterSystem::tick(double dt) {
153 pLoc += (unitVecInDirection(sprite.movementDir) * speed); 153 pLoc += (unitVecInDirection(sprite.movementDir) * speed);
154 154
155 // Check collision. 155 // Check collision.
156 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, sprite.loc, pLoc, sprite.movementDir); 156 CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, sprite.loc, pLoc, sprite.movementDir, CheckCollisionOptions::AllowSliding);
157 157
158 if (!(collision.blocked && sprite.clipping)) { 158 if (!(collision.blocked && sprite.clipping)) {
159 pLoc = collision.adjustedLoc; 159 pLoc = collision.adjustedLoc;