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Collision FIXED on both entities #61
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If you want the player to get stopped by the NPC, then your player needs to be weaker than the NPC. Perhaps try leaving NPC as FIXED (the strongest), and change the player to ACTIVE (weaker, but still relatively strong). And if you have some entities you want to get pushed by the player, you could assign them LITE (even weaker yet).
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Thanks @Joncom. But I want them to cancel each other out not weaker than the other. If a player bumps the npc, the player stops, same goes with npc when bump into the player. In short, all entities will be stopped when bumping into each other and they cannot push each other aside. I'm trying to do a top down game. |
Have you tried ACTIVE-ACTIVE or LITE-LITE?
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Yes, the results: ACTIVE-ACTIVE - still slides either entities should a FIXED-FIXED type stopped both or is this a bug? |
..also quoting the specific documentation page, it says:
https://impactjs.com/documentation/class-reference/entity#collides Is there a workaround? |
In my opinion, FIXED vs FIXED should be updated so that it is defined. Such entities should simply not move each other. |
Hi, I'm trying to implement a roaming enemy or npc entities which stops the player when collided and vice versa. How do I go about this? If I set FIXED on both player and npc, the npc still slides away when collided.
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