mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-08-09 23:59:51 +00:00
Some fixes (...)
- Get colliding hair segment - drop AnimatedSprite & Interpolator classes - repair entity_setAutoSkeletalUpdate() - remove some old code
This commit is contained in:
parent
5d74665323
commit
b242d80c75
10 changed files with 38 additions and 129 deletions
|
@ -501,9 +501,9 @@ void Entity::followPath(Path *p, int speedType, int dir, bool deleteOnEnd)
|
|||
position.data->path.addPathNode(pn.position, float(i/float(p->nodes.size())));
|
||||
}
|
||||
}
|
||||
debugLog("Calculating Time");
|
||||
//debugLog("Calculating Time");
|
||||
float time = position.data->path.getLength()/(float)dsq->continuity.getSpeedType(speedType);
|
||||
debugLog("Starting");
|
||||
//debugLog("Starting");
|
||||
position.data->path.getPathNode(0)->value = position;
|
||||
position.startPath(time);//, 1.0f/2.0f);
|
||||
}
|
||||
|
@ -1266,7 +1266,7 @@ void Entity::update(float dt)
|
|||
//skeletalSprite.setFreeze(true);
|
||||
|
||||
if (frozenTimer == 0 || getState() == STATE_PUSH)
|
||||
AnimatedSprite::update(dt);
|
||||
Quad::update(dt);
|
||||
onAlwaysUpdate(dt);
|
||||
|
||||
// always, always update:
|
||||
|
@ -1873,7 +1873,7 @@ void Entity::onUpdate(float dt)
|
|||
}
|
||||
}
|
||||
|
||||
AnimatedSprite::onUpdate(dt);
|
||||
Quad::onUpdate(dt);
|
||||
|
||||
Vector v = position - lastPos;
|
||||
lastMove = v;
|
||||
|
@ -2971,7 +2971,7 @@ void Entity::render()
|
|||
blurShader.bind();
|
||||
set = true;
|
||||
}
|
||||
AnimatedSprite::render();
|
||||
Quad::render();
|
||||
//if (beautyFlip && blurShader.isLoaded() && flipScale.isInterpolating())
|
||||
if (set)
|
||||
blurShader.unbind();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue