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Fix regression: Escape from conveyor spikes
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This fixes a regression from 2.3. Consider the following diagram:

       CC
    X  CC
      <<<<

"C" indicates one tile of a checkpoint entity, "X" indicates a spike
tile, and "<" indicates one tile of a conveyor entity that has the
default speed (4 pixels per frame) going leftwards.

Now consider if the player were to touch the checkpoint and die. In 2.2,
they would be able to escape from the spike by holding right. But in
2.3, they would not be able to, and would die from the spike
continuously with no escape.

This happens because in 2.2, the player would spawn a couple pixels off
the surface, and this gained them an extra frame of movement to move
away from the conveyor. 2.3 places the player directly on the ground,
moving them one frame earlier and thus forcing them to their doom.

Now consider the following diagram:

      CC
    X CC
     <<<<

The difference with the previous diagram is that this time, the spike is
one tile closer. This time, there is no escape in 2.2 and you will
always die no matter what.

The reason 2.3 lowered the player onto the surface was for consistency
(see PR #502), and I don't want to undo that. So I think the best
solution here is to re-add the extra frame of control by conveyors only
moving the player after lifeseq has advanced enough.
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InfoTeddy committed Jun 27, 2024
1 parent 64c5542 commit 90a95ba
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions desktop_version/src/Logic.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -835,7 +835,7 @@ void gamelogic(void)
}
}

if(obj.horplatforms)
if (obj.horplatforms)
{
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
{
Expand All @@ -859,15 +859,15 @@ void gamelogic(void)
//is the player standing on a moving platform?
int i = obj.getplayer();
float j = obj.entitycollideplatformfloor(i);
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
if (game.lifeseq < 8 && INBOUNDS_VEC(i, obj.entities) && j > -1000)
{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
}
else
{
j = obj.entitycollideplatformroof(i);
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
if (game.lifeseq < 8 && INBOUNDS_VEC(i, obj.entities) && j > -1000)
{
obj.entities[i].newxp = obj.entities[i].xp + j;
obj.entitymapcollision(i);
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