I am working on a platformer with “ninja rope”/grappling hook mechanic, but I think I am attempting something that can’t be done with the current platformer behavior, but I am hoping to be proven wrong.
I am using platformer behavior for the “on the ground” gameplay and “Put an object around position” with some math for the rope swing. However, because the platformer and Movement/Position from “Common Actions for all Objects” do not interface with one another, if I have the player swinging they do not trigger collisions. The collisions condition seems to work, but separate the objects does not (the character jitters when hitting a platform OR goes through it). Also, the velocity does not carry when switching between swinging and ground.
I was wondering what are my options? I don’t really want to use physics if I don’t have to and recreating a platformer either as events or js code blocks is not really something I want to do (in that case I would use a different engine in that case, where I can just write code).
If the physics is the only way to go, is there an example of a simple platformer done with physics?
If someone wants to see the code it is here. It is a mess, I am was experimenting trying to solve the issue.
Edit: I jerry rigged the collisions - it is not pretty, but it works (with a small side effect, but I can live with it if not better solution is found). It seems I was trying to move player towards the end of the rope, and the rope was not checking for collisions. It is still a hacky collision solution, but at least it is something.
Now all I need is to find a good way to transfer the force from swinging when the rope is released, into movement for the player that will work when the platformer behavior’s gravity is working once again. Any ideas?