make projectiles arrive at their destination regardless of tick time
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parent
f4e2e84676
commit
e02c5f89fb
12
game.go
12
game.go
@ -193,7 +193,14 @@ func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
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}
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}
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}
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}
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if v.Distance(p.Position, p.MoveTo) < 5 || hit_player {
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// Are we going to intersect the destination zone in this tick?
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r_dest := v.Rect2d{
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A: v.Point2d{X: p.MoveTo.X - 3, Y: p.MoveTo.Y - 3},
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B: v.Point2d{X: p.MoveTo.X + 3, Y: p.MoveTo.Y + 3}}
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travel := newPos.Sub(p.Position)
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arrived, _, _ := v.RectIntersection(r_dest, p.Position, travel)
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if arrived || hit_player {
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delete(g.projectiles, p)
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delete(g.projectiles, p)
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// Spawn a splosion
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// Spawn a splosion
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@ -219,10 +226,11 @@ func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
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}
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}
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}
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}
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}
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}
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}
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} else {
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p.Position.X = newPos.X
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p.Position.X = newPos.X
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p.Position.Y = newPos.Y
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p.Position.Y = newPos.Y
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rprojectiles = append(rprojectiles, *p)
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rprojectiles = append(rprojectiles, *p)
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}
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}
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}
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return
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return
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}
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}
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