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EdgeColliders don't behave properly in a CompositeCollider #2353

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eonarheim opened this issue Jun 17, 2022 · 0 comments · Fixed by #2354
Closed

EdgeColliders don't behave properly in a CompositeCollider #2353

eonarheim opened this issue Jun 17, 2022 · 0 comments · Fixed by #2354
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bug This issue describes undesirable, incorrect, or unexpected behavior

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Steps to Reproduce

Expected Result

EdgeColliders inside a CompositeCollider (to the left) should work as they do standalone (on the right). In this example it's from a TileMap's internal CompositeCollider

edge-collider-bug

Actual Result

EdgeColliders don't seem to actually collide, of if they do seems incorrect.

Environment

  • browsers and versions: Chrome 102
  • operating system: Win11
  • Excalibur versions: main

Current Workaround

Use standalone edge colliders

var edge = new ex.Actor({
  pos: ex.vec(100, 200),
  collisionType: ex.CollisionType.Fixed
});

edge.collider.useEdgeCollider(ex.vec(0, 0), ex.vec(0, 100));
game.add(edge);
@eonarheim eonarheim added the bug This issue describes undesirable, incorrect, or unexpected behavior label Jun 17, 2022
eonarheim added a commit that referenced this issue Jun 18, 2022
Closes #2353

The PR includes a fix for `EdgeColliders` when placed into a composite collider
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Labels
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