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Rewrite bumpers #483
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Rewrite bumpers #483
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Can't you do the stuff you're doing in
BumperApi
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I could, but then we would be back to hard-coded bumpers that always push the ball away regardless of what the game logic engine has to say about it.
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Hang on, that's the goal of the bumpers, no? That's even the case with real-world bumpers if I'm not mistaken. What's a use case where you wouldn't want to do that?
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Yes, you do almost always want the bumper switch to trigger the bumper coil. But I understand the fundamental design of VPE like this: A table is just a bunch of mindless switches and coils, and the game logic engine decides what coils should fire based on the state of the switches. The changes I made align the bumpers with that design. I guess it's a bit pedantic and rarely comes into play. But for example, MPF turns off the bumpers in attract mode and triggers the bumper coil regardless of the switch state in ball search mode.
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Okay, gotcha. I'll need some more time to go through this. I've pulled your latest two PRs and with ring speed 1 the animation looks like this on my branch (but I can't easily test how it was before):
bumper-v1.mp4
So here the ball should approach the center of the bumper much further than right now.
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I agree it doesn't look quite right. The ring speed is probably not the same as it was before, so that might need some tuning to get right. I haven't changed the size of the collider though. So the issue of how close the ball gets to the bumper is not really related to this PR. Regardless, you can change the radius of both colliders in
BumperApi.CreateColliders
. But there are a couple of additional issues here: