Here, I'd like to use water falling down a slope as a way to implement a one-way region somewhere in a cavern of the green zone. But it didn't quite worked as intended. What makes Bilou slide down in such a setup is that a test-point queries the tile number under his feet and use that to look up a physics values array. But once you get down the hill, the hotspot gets in the air, and nothing finishes to push you out.
So I added another tile that behaves like air and keeps pushing you as if you were on sliding ground and put them at the bottom of the slope, but even that wasn't enough to get it working. It would take you as far away from the slope as you want, but then, once your hotspot is in plain air, you'll stop, happily idling in the middle of nowhere.
The part I was still missing was the F_START_FALLING property to my new tile type, something introduced so that we could land in slopes properly by having slope tiles letting you keep falling into them (until the hot spot reaches the ground) but not start falling through them when you're walking.
F_FALLTHRU, utilisée pendant que Bilou tombe, mais pas F_START_FALLING utilisée pendant que Bilou est au sol pour voir s'il pourrait tomber ^^"
With that new bit set, we finally have it: Bilou keeps sliding until there's no solid ground, and there it cando(START_FALLING) and ends up in the water :P
Maybe I should mimmic Sonic's water slide and make a dedicated "woah! I'm sliding down!!" state for Bilou as well.
But even then, when Bilou is walking against a conveyer, it is natural that he's walking faster than he's moving ... against water, we all know there's a force slowing us down, so it'd make sense to see his animation slowed down and pixel-fitting its motion against the water ... which would mean acting on his speed rather than shifting his position ... Meditate on this I will.







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