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Possible z-order event bug #1937

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Br4ssman opened this issue Nov 11, 2019 · 2 comments · Fixed by #1941
Closed

Possible z-order event bug #1937

Br4ssman opened this issue Nov 11, 2019 · 2 comments · Fixed by #1941

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@Br4ssman
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Br4ssman commented Nov 11, 2019

Name of the game: Super Crystal Hunter
Player platform: Player 0.6.1, Win10 x64
Describe the issue in detail and how to reproduce it:

Create 2 events.

One of them with the next commands in parallel process:

@> Set Move Route: [Jumper], Jump , Land @> Wait: 0.1 seconds

The 2nd event will be the "Jumper" event, configured with:

  • Priority: Same as character
  • Animation Type: Fixed Graphic (in pattern frame- Right)

The video shows the error in Player 0.6.1
z-index _error.zip

@carstene1ns carstene1ns added this to the 0.6.2 milestone Nov 11, 2019
@Br4ssman Br4ssman changed the title Possible z-index event bug Possible z-order event bug Nov 11, 2019
@Ghabry
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Ghabry commented Nov 12, 2019

The jump value is considered in this line but it appears to be insufficient: https://github.com/EasyRPG/Player/blob/master/src/game_character.cpp#L114

The Z-Values should be checked and a suitable offset for "jumping" applied.
Question is whether the Z-value is always higher than the rest when jumping and if the jump direction (downwards or upwards tile) matters.

@fmatthew5876
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fmatthew5876 commented Nov 17, 2019

Our jumping code is actually pretty accurate

Here is a screenshot of 3 rows.

Each row from top to bottom the jumpers are: Above, Same, Below

RPG_RT:
jump_RPG_RT

Player:
jump_Player

Here is another showing jumping events with id N-1 against events with id N. The fat samurai (Id N-1) is always behind the lady, even when he is jumping.

jumps2

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4 participants