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Maverick Peppers edited this page Feb 13, 2019 · 17 revisions

1) "Ghost" enemies

In rare occasions an enemy will be deleted (HP = 0), the explosion sound plays, but the enemy is frozen white. All projectiles pass through it and the engine does not remove it from play effectively locking the player from moving on. 2/11/2019 note: this may be due to some animations changing states on finish like move. if a character is supposed to die but animations finish, they'll be counted as deleted but never delete. Different bugs happen from the same design for mega when he can get hit, remain immobile, but then attack before the hit animation ends. This keeps him glued in the hit state but with IDLE animation active.

2) [Refactor issue] extra call to this->Update(0) in AI class when changing states

After the mob intro callback is invoked, all entities should be change to their assigned Default States. When this happens now, all mobs go invisible until the first round begins. This is somehow due to fixing the ChangeState procedure, queuing the next state as opposed to changing from inside another state. Printing to the console, I see that the mob is set to NoState which shouldn't be happening. Adding this->Update(0) inside the AI class allows the AI to change to the new state machine from the queue and fixes this issue temporarily.

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