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Description: Player.ismoving returns false on every frame, regardless of the circumstances or if the player is pressing movement keys.
Steps to reproduce:
Clone/download CYK
Open CreateYourKris/Lua/Encounters/Encounter Skeleton.lua
Paste this code into the encounter:
functionUpdate()
DEBUG(tostring(Player.ismoving))
end
Open CYK's Encounter Skeleton encounter in-game
Play any number of waves and move around during them
Observe that the output in the debugger is always false
Extra notes:
The cause of the issue appears to be the fact that, to allow CYK's rotating arena to function, Player.SetControlOverride(true) is called at the start of every wave. Player.ismoving only uses CYF's built-in Player.ismoving check, which is disabled in this case. As there are a few different ways to get around this problem and fix Player.ismoving, I feel it would be best for me to not choose the final decision of how to code it.
As a side note, CYK only has Player.ismoving, while CYF also has Player.isMoving, which is a confusion point for new users.
The text was updated successfully, but these errors were encountered:
Description:
Player.ismoving
returnsfalse
on every frame, regardless of the circumstances or if the player is pressing movement keys.Steps to reproduce:
CreateYourKris/Lua/Encounters/Encounter Skeleton.lua
false
Extra notes:
The cause of the issue appears to be the fact that, to allow CYK's rotating arena to function,
Player.SetControlOverride(true)
is called at the start of every wave.Player.ismoving
only uses CYF's built-inPlayer.ismoving
check, which is disabled in this case. As there are a few different ways to get around this problem and fixPlayer.ismoving
, I feel it would be best for me to not choose the final decision of how to code it.As a side note, CYK only has
Player.ismoving
, while CYF also hasPlayer.isMoving
, which is a confusion point for new users.The text was updated successfully, but these errors were encountered: