mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Added frame anim compatibility for AttackingCharacter.
This commit is contained in:
@@ -70,7 +70,7 @@ const (
|
||||
)
|
||||
|
||||
const (
|
||||
DEFAULT_PLAYER_RADIUS = float64(8)
|
||||
DEFAULT_PLAYER_RADIUS = float64(12)
|
||||
)
|
||||
|
||||
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
|
||||
@@ -772,7 +772,7 @@ func (pR *Room) OnDismissed() {
|
||||
pR.WorldToVirtualGridRatio = float64(1000)
|
||||
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
|
||||
pR.SpAtkLookupFrames = 5
|
||||
pR.PlayerDefaultSpeed = int32(float64(2) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
|
||||
pR.PlayerDefaultSpeed = int32(float64(1) * 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)
|
||||
@@ -811,7 +811,7 @@ func (pR *Room) OnDismissed() {
|
||||
// for offender
|
||||
StartupFrames: int32(10),
|
||||
ActiveFrames: int32(3),
|
||||
RecoveryFrames: int32(34),
|
||||
RecoveryFrames: int32(34),
|
||||
RecoveryFramesOnBlock: int32(34),
|
||||
RecoveryFramesOnHit: int32(34),
|
||||
Moveforward: &Vec2D{
|
||||
@@ -821,7 +821,7 @@ func (pR *Room) OnDismissed() {
|
||||
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
|
||||
HitboxSize: &Vec2D{
|
||||
X: float64(23.0),
|
||||
Y: float64(20.0),
|
||||
Y: float64(32.0),
|
||||
},
|
||||
|
||||
// for defender
|
||||
@@ -1456,7 +1456,8 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
|
||||
for _, player := range pR.Players {
|
||||
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
|
||||
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
|
||||
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*3
|
||||
playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
|
||||
playerCollider.Data = player
|
||||
pR.Space.Add(playerCollider)
|
||||
// Keep track of the collider in "pR.CollisionSysMap"
|
||||
|
Reference in New Issue
Block a user