Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Player.ismoving non-functional #14

Open
Eir-nya opened this issue Apr 30, 2020 · 0 comments
Open

Player.ismoving non-functional #14

Eir-nya opened this issue Apr 30, 2020 · 0 comments

Comments

@Eir-nya
Copy link
Contributor

Eir-nya commented Apr 30, 2020

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:
function Update()
    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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant