Minor fix on backend coordinate ratio conversion.

This commit is contained in:
genxium
2022-11-13 12:52:17 +08:00
parent 4369729d9c
commit b031fc1c61
5 changed files with 11 additions and 6 deletions

View File

@@ -790,9 +790,9 @@ func (pR *Room) Dismiss() {
func (pR *Room) OnDismissed() {
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
pR.WorldToVirtualGridRatio = float64(10)
pR.WorldToVirtualGridRatio = float64(1000)
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
pR.PlayerDefaultSpeed = 20 // Hardcoded in virtual grids per frame
pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
pR.Players = make(map[int32]*Player)
pR.PlayersArr = make([]*Player, pR.Capacity)
pR.CollisionSysMap = make(map[int32]*resolv.Object)