>
> Will definitely take a closer look later but this probably won't work for me... just because of the way the image points are positioned on the enemy's hitboxes causes them to teleport when mirrored like that. Though they seem to work fine with the normal Mirror behavior so I dunno might be something else
You didn’t provide any examples, and now you’re saying there are certain points that destroy the whole algorithm.
It seems like wasting time—giving answers to people who are too lazy to include their own example of the problem in the question and provide a detailed explanation.
It wasn't laziness I just didn't have time to test much.
I just did now, however and yes, I was right about it being the image point. If I center the origin point there's no teleporting shenanigans, however if I keep it as is that's when it starts teleporting. And to be clear as it is currently it's at the top left corner of the sprite so it lines up with my tiles.
When it's flipping the width it's sending it a tile back/forward because... well you know like I said how the image point is placed. I don't want to move the origin point because it'd mess up other code and make me have to redo level layouts. It's a pretty big hassle. Also the enemies stop when colliding with each other currently because of the way I set everything up but this is something I could fix myself since I know what's causing it (I think so at least). I posted my code above if that'd help at all.
I don't know why mirroring works fine but flipping the width manually doesn't, unless I'm misreading the code, which I probably am.
Also I'm confused why you thought I didn't include an example of the problem? I did say it was probably the image point earlier. Unless you mean like a video or something but I don't really think that'd help that much.