My collision code is supposed to inverse the x velocity and reduce it to a third, then when the player is not pressing either “A” or “D” keys, the velocity should slowly reduce to zero, however, once the player collides the velocity only reduces to a small decimal between .25 and .70 (either positive or negative based on previous directions.)
//Function to determine what to do with keys
function KeyHandler():void{
//A Key Handlers
if(aKeyPressed == true){
if(Math.abs(_vx) < MaxSpeed){
_vx += -6;
}
}
//Player _vx somehow won't hit zero!!!
else if(aKeyPressed == false){
if(_vx < 0){
_vx += 1;
}
}
//D Key Handlers
if(dKeyPressed == true){
if(Math.abs(_vx) < MaxSpeed){
_vx += 6;
}
}
else if(dKeyPressed == false){
if( _vx > 0){
_vx += -1;
}
}
//W Key Handlers
if(wKeyPressed == true){
if(Jumped == false){
_vy = -15;
Jumped = true;
}
}
else if(wKeyPressed == false){
}
}
//Code for Right Collision
if(RightCollision){
while(RightCollision){
Player.x -= 0.1;
RightCollision = false;
if(_boundaries.hitTestPoint((Player.x + (Player.width / 2)), (Player.y - (Player.height / 2)), true)){RightCollision = true;}
}
_vx *= -.33
}
//Code for Left Collision
if(LeftCollision){
while(LeftCollision){
Player.x += 0.1;
LeftCollision = false;
if(_boundaries.hitTestPoint((Player.x - (Player.width / 2)), (Player.y - (Player.height / 2)), true)){LeftCollision = true;}
}
_vx *= -.33
}
Note that
abs(-.25) + abs(.7) ~ 1.0The collision sets the velocity to something that is not an integer (e.g.
2 * .33 ~ .7), so +/- 1 will skip past 0 without landing on it.The simple fix is to keep the velocity an integer which can be done with
Math.floor, for instance. (Account for the difference in +/- velocities:flooronly moves numbers one direction.)Happy coding.
Also, I am not sure how the
inttype works in AS3 work, which might be worth exploring.