Bug if Input too fast

BlueMage

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Hi guys, please help! >.<
This bug really blown up my head.
Normally it doesn't seem to be a big problem.
But due to i am using Falcao Lite Interaction System,
which you can freely jump around and, you can block
player from jumping over st with a region/ a tiletag...

The problem is, if player is moving straight and suddenly turn
to another direction and hit jump really really fast, the game
won't realize that he has just changed direction and thus allow him
to perform jump, while he shouldn't (assume 2 side is blocking wall
and he is moving straight, but then because he turn direction so
fast that he able to run into the wall @.@)

Now i tried to make it wait for 1 frames before update the Falcao system
and also reverse exe order to make it exe movement before exe Falcao system.
However it doesn't help, and if i set wait frame too much, it will ruin Falcao
system.
Code:
def update
    #update_intsystem
    falcao_intsystem_update
    #reverse order and wait 1 frame
    update_intsystem if @cwait <= 0
    @cwait -= 1
  end
Can someone help! @.@ i tried everything i could, urg.. brain.. hurt... is.. i mean my brain is hurt = |
 

gstv87

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I don't know Falcao's system, but I believe the game stops updates to the player until a movement has completed.
it might be a problem with the original code and not Falcao's, so first of all, clear that out.

here's a little tool I use to halt the program for debugging:
Code:
module Input
  def self.hold
    p "Halted"
    loop do
      Graphics.update
      update
      break if repeat?(:F8)
    end
  end
end
put that somewhere, add whatever debug output you need in the method you're debugging, and call Input.hold immediately after.
that'll halt the game and let you read the console output, in cases where repeated updates would flood the console with different prints
 
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BlueMage

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Thank you @gstv87 yes that snippet really helped me and the problem was the default script's behavior = |
 

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