Pixel Movement v5.1 Update
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I posted an update earlier today. The big changes are:
- The library now uses the Keyboard library for input. Many vars and procs (ex: the keys list, the lock_input() proc) have been moved to the client.
- Some default movement behavior has changed. The can_bump() proc now functions more like BYOND's default movement (dense mobs bump into each other). I also changed the way mobs slow down.
- Added the mob.accel and mob.decel vars. These are used to control how quickly (or slowly) mobs accelerate and decelerate when moving.
The change to how mobs slow down may have a big impact. Previously, it was a common problem that AI-controlled mobs would continue to move after reaching their destination after you called move_to(). This will no longer happen - the mobs slow down if they're not following a path. Unfortunately, this may create new problems if there were situations where this lack of slowing down was desirable. If you simply want a mob to never slow down you can set its decel = 0.
If the change to can_bump() is causing problems, you can easily override it to switch it back to the old behavior:
mob can_bump(atom/movable/m) if(istype(m)) return 0 return ..()
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