The player has different appearances when facing right and left, so separate graphics are used, with the facing direction set for each one individually.
(Both have Y-axis inversion applied.)
When the player is hit from the direction they are facing, they should move in the opposite direction of their facing.
When the player is hit from the opposite direction of their facing, they should move in the direction they are facing.
I wanted to implement this behavior (moving opposite to the direction of impact when hit), but since it’s currently not possible to set conditions like “A and B” or “C and D” between two states, I created two reaction states for each case, totaling four states (two for backward movement and two for forward movement).
The setup is as follows:
- “Hit from the right while facing right” → Backward Movement 1
- “Hit from the left while facing left” → Backward Movement 2
- “Hit from the left while facing right” → Forward Movement 1
- “Hit from the right while facing left” → Forward Movement 2
However, in actual behavior, only the right-facing direction works correctly.
When facing left, the movement direction is reversed.
The result becomes:
- “Hit from the left while facing left” → Forward Movement
- “Hit from the right while facing left” → Backward Movement
↑ This is what happens.
If I reverse the settings, it works as intended, but why does this happen under the current conditions?
Could it be due to the Y-axis inversion?