Hi there! So I'm making a platformer where you can run and jump around a tilemap, and shoot bullets. I'm using FlxTilemapExt to get the sloped tiles. Also, I'm on the dev branch of Flixel.
I'm using FlxG.collide(this, map) in my bullets update function to check and see if the bullet has collided with the world. The issue I'm having is that this collide function returns true when not actually colliding with the sloped tiles, causing the bullets to collide with the tile when they're still a good 20+ pixels away from the tile (regular, non-sloped tiles work fine)
If I don't use this collision and just let the bullets fly and bounce off the environment (with both the bullets and map using default allowCollisions), they hit the slope perfectly and slide up and off them.
This is really best described with images, so here's some gifs:
http://imgur.com/Rx8oOax -- The bullets have no FlxG.collide function and simply slide off the slope at the points you would expect them to
http://imgur.com/RuaJ8Cv -- The bullets have a FlxG.collide with the map, with a callback function that zeroes out their velocity
I've looked over FlxTilemapExt.hx and can't find the problem in there (though I'm sure at least the part where the slopes seem to extend an extra tile's length to the north and west has to be in there?!). I also tried using FlxG.pixelPerfectOverlap in the callback function to ensure that it actually hits the slope's pixels but this function needs sprites, and I'm not sure how to get and pass the specific tile from the mapgroup...
Sorry for the super weird question/bug but any help would be appreciated, been stumped on this one for a while now!