"Fixed" some bugs
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@@ -83,7 +83,7 @@ public class WaveSpawner{
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int addGround = groundGroups - groundSpawns.size, addFly = flyGroups - flySpawns.size;
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int addGround = groundGroups - groundSpawns.size, addFly = flyGroups - flySpawns.size;
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//add extra groups if the total exceeds it
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//add extra groups if the total exceeds it
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if(!dynamicSpawn){
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if(dynamicSpawn){
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for(int i = 0; i < addGround; i++){
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for(int i = 0; i < addGround; i++){
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GroundSpawn spawn = new GroundSpawn();
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GroundSpawn spawn = new GroundSpawn();
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findLocation(spawn);
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findLocation(spawn);
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@@ -331,6 +331,7 @@ public abstract class InputHandler extends InputAdapter{
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for(Tile tile : state.teams.get(player.getTeam()).cores){
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for(Tile tile : state.teams.get(player.getTeam()).cores){
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if(tile.distanceTo(x * tilesize, y * tilesize) < coreBuildRange){
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if(tile.distanceTo(x * tilesize, y * tilesize) < coreBuildRange){
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//TODO terrible hack
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//TODO terrible hack
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//this might actually screw things up on the logic thread.
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try{
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try{
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return Build.validPlace(player.getTeam(), x, y, type, rotation) &&
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return Build.validPlace(player.getTeam(), x, y, type, rotation) &&
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Vector2.dst(player.x, player.y, x * tilesize, y * tilesize) < Player.placeDistance;
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Vector2.dst(player.x, player.y, x * tilesize, y * tilesize) < Player.placeDistance;
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