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For example, bottomLeft would pull in the case of these collision vectors (facing in): overlapN.x < 0 && overlapN.y > 0.
This allows, in the example of a platformer with gravity, to pull a body into slopes but not on flat surfaces below (i.e. pull.bottomLeft, pull.bottomRight, but not pull.down).
Ideally for 0.1.1, but 0.2.0 would be fine.
The text was updated successfully, but these errors were encountered:
Implement corner settings for collision pulling.
For example,
bottomLeft
would pull in the case of these collision vectors (facing in):overlapN.x < 0 && overlapN.y > 0
.This allows, in the example of a platformer with gravity, to pull a body into slopes but not on flat surfaces below (i.e.
pull.bottomLeft
,pull.bottomRight
, but notpull.down
).Ideally for 0.1.1, but 0.2.0 would be fine.
The text was updated successfully, but these errors were encountered: