Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Automatically wrap tile map #19

Open
wjt opened this issue Jan 14, 2025 · 5 comments
Open

Automatically wrap tile map #19

wjt opened this issue Jan 14, 2025 · 5 comments
Labels
Engineering Code or Godot-specific work

Comments

@wjt
Copy link
Member

wjt commented Jan 14, 2025

Take a look at level 1.tscn:

image

Notice that the platform extends 1 cell outside the boundary of the world on each side.

This is because Godot's physics engine (for the player) and raycast (for the goober) is not aware that the world wraps around. Without the extra cells of platform, the game does still work in this case, but if you look really closely you can see the player start to fall for a frame before they get wrapped around to the other side.

On this level my daughter made:

image

You can get stuck in the floor by jumping from the star at the top-right of the level, wrapping around to the bottom-right:

image

The level designer can work around it but I think it might be kinder to make the code that loads the tile map automatically do this wrapping.

@cassidyjames cassidyjames added the Engineering Code or Godot-specific work label Jan 14, 2025
@dsd
Copy link
Member

dsd commented Jan 16, 2025

Is this something easy to fix quickly? If not let's at least initially document this as a strong suggestion for level design.

@wjt
Copy link
Member Author

wjt commented Jan 16, 2025

I think it should be quite easy to fix.

@dsd
Copy link
Member

dsd commented Jan 16, 2025

I see it's already in the README until we get to a better fix. Thanks!

@dsd
Copy link
Member

dsd commented Jan 16, 2025

Is there any reason why there is a border of those circular things around the edge, invisible once you play the game (because they are offscreen?)
Looks like they are from the explosions tiles?

@wjt
Copy link
Member Author

wjt commented Jan 16, 2025

AFAICT they have no function, I think they're just a guide for the level designer as to where the edges are.

This was referenced Jan 23, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Engineering Code or Godot-specific work
Projects
None yet
Development

No branches or pull requests

3 participants