forked from tas/major_tom
1961cd353b59b17d0903e56471d330ebf3851db3
The platform collision check in resolve_tilemap_y required vel.y > 0 (strictly falling), so once landing zeroed vel.y the check would fail next frame. Gravity would add a tiny downward velocity, the platform would catch it again, and the cycle repeated — causing animation jitter and repeated landing dust particles. Change the condition to vel.y >= 0 so platforms resolve when resting. Extend the ground-stick anti-flicker probe to also detect TILE_PLATFORM tiles (was TILE_SOLID only), with a proximity guard to preserve jump-through-from-below behavior.
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