When you have a tilemap larger than the original window size, it cuts the polygons where the window divides up the tilemap.
So if originalwindowwidth is 200, and the tilemap has 32x32px tiles, the polygons always have seams every 224pixels (one tile larger than the screen size).
This is a problem when using physics, because objects get caught on the corners of the polygons.
It still creates the seams even if the tilemap polygons consists of two tiles! as long as it extends across a division, it will create a seam in the polygon.
Attach a Capx
Description of Capx
Has a tilemap and sprite with physics behaviors. Has lines showing where the seams occur.
Steps to Reproduce Bug
- run and press arrow keys to move sprite around across the seams.
the sprite will becomes stuck after moving back and forth across any of the seams.
the tilemap polygon process should be smarter so that it doesn't create so many seams. The example shows how even an isolated group of tiles will still get split! This should be fixed!
- Chrome: (YES)
- FireFox: (YES)
- Internet Explorer: (YES)
Operating System and Service Pack
Construct 2 Version ID