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Bouncing Lasers limitations and bug #10
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Mmh ok, I'll see what I can do when I have time |
I think I fixed it. I'll update it on itch later but putting the line
After the line
Instead of at the beginning of the loop, should fix it |
I updated the following to check if the last cast was colliding:
I haven't fully tested this and I'm not sure if this creates any other issues, but it fixes the issue with updating Line2D properly. |
Ok thx |
Yes, reflection angles are an implementation nightmare with how Godot handles rotation/positions. Everything is very inconsistent and it's hard to know how things are intended to be used. To be honest, I purchased your tools because of the difficulties that I have had with my own implementation. I'm new to godot and figured my time was better spent elsewhere. I may take closer look at how rotation works in the future and let you know if I find anything worthwhile. All that said, I currently have a functioning version of your project and am very happy with it. Thanks for taking care of the issues I've encountered as they present themselves! This projects existence has saved me a ton of time! |
As is, we have to choose between Lasers bouncing off of objects and ignoring objects. What if I want for lasers to bounce off of mirrors and collide with walls? As is, it seems like that's not possible.
I had assumed that this limitation was as intended, however this creates another issue:
Imagine this scene:
[Mirror] [Block] <=[Laser]
Mirror is part of the group "reflects" which Lasers bounce off of. The Laser sees that it doesn't bounce off the block. The displayed ray, however, renders it's full length and does not collide with the mirror/wall.
See attached images. One of them shows what happens when the laser collides with something in a bounce group, one shows what happens when it does not.
I've made some progress on a fix for myself, but I've gotten a little lost in your code trying to figure out the logic for adding points to the line. Would love to see an update that fixes this, but I will continue working on it on my end and post an update if I find a full fix.
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