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PR, here: #3431
Spinoff from #3418
FlxObject.separate is weirdly laid out and could use a redo.
Operations like computeOverlapX should just compute the overlap, and not set touching flags. We can refactor this system completely and avoid breaking backwards compatibility if we move all of this to FlxG.collision
.
I think FlxG.collision.separate
should:
- Check whether the swept hulls overlap (once, not per axis)
- Compute the overlap of each axis
- Separate on the smaller axis before the other, setting touching flags when separating, not when computing overlap
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