The tiles had not perfectly quadratic shapes, so they caused some bugs.
I also made a adjustment to the reverse movement check and
the recovery of the strafe move
when touching walls.
Main change is the fixed main menu
The other changes include newly added resources, like
the new ground tile and blobby animations/designs
I also experimented with the display size and camera
To adapt to the new Blobby design, the default tile size was changed
to 24x24
The incoming velocity of bodies going onto the spring is,
now saved in a signal connection.
The players camera is now limited to the extends of the tilemap.
I also experimented on the viewport a bit.
It seems like I can't simply swap out the default viewport
with my own configured viewport and use it in the editor normally.
The spring is a Node2D with it's self contained physics.
It manipulates the vertical velocities of parents of
areas that come in contact with it, based on their
current velocities and masses.
The jump velocity is not calculated on a one second basis anymore.
Instead the 60hz physics ticks are
the new reference for the jump force constants.
This is to unify the calculation of velocities in the blobby class.
Walljumps are now easier.
A just pressed jump event was changed to a pressed jump event.
This means the player can walljump,
with pressing a direction while sliding down a wall and keeping jump pressed.
Falling was smoothed out with a slightly and naivly improved euler method.
Also the spring is being experimented on.
The behaviour of the spring is
erratic still.
The main problem is:
Blobby being slowed down,
disproportionally much when touching the spring surface.
A communication between the contraption and Blobbys physics needs to happen.
He has to slow down according to the, motion of the spring plattform,
and not go to 0 because hes touching some ground.
The other thing is that it should be always possible to jump.
Currently the platform can move down faster than blobby and cause
him to hover, which makes jumping
unavailable.