Bounds clamp fixes
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@@ -35,7 +35,7 @@ import static mindustry.logic.GlobalVars.*;
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@Component(base = true)
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@Component(base = true)
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abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, Itemsc, Rotc, Unitc, Weaponsc, Drawc, Syncc, Shieldc, Displayable, Ranged, Minerc, Builderc, Senseable, Settable{
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abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, Itemsc, Rotc, Unitc, Weaponsc, Drawc, Syncc, Shieldc, Displayable, Ranged, Minerc, Builderc, Senseable, Settable{
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private static final Vec2 tmp1 = new Vec2(), tmp2 = new Vec2();
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private static final Vec2 tmp1 = new Vec2(), tmp2 = new Vec2();
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static final float warpDst = 16f;
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static final float warpDst = 8f;
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@Import boolean dead, disarmed;
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@Import boolean dead, disarmed;
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@Import float x, y, rotation, maxHealth, drag, armor, hitSize, health, shield, ammo, dragMultiplier, armorOverride, speedMultiplier;
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@Import float x, y, rotation, maxHealth, drag, armor, hitSize, health, shield, ammo, dragMultiplier, armorOverride, speedMultiplier;
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@@ -643,8 +643,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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//repel unit out of bounds
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//repel unit out of bounds
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if(x < left) dx += (-(x - left)/warpDst);
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if(x < left) dx += (-(x - left)/warpDst);
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if(y < bot) dy += (-(y - bot)/warpDst);
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if(y < bot) dy += (-(y - bot)/warpDst);
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if(x > right) dx -= (x - right)/warpDst;
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if(x > right - tilesize) dx -= (x - (right - tilesize))/warpDst;
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if(y > top) dy -= (y - top)/warpDst;
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if(y > top - tilesize) dy -= (y - (top - tilesize))/warpDst;
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velAddNet(dx * Time.delta, dy * Time.delta);
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velAddNet(dx * Time.delta, dy * Time.delta);
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float margin = tilesize * 1f;
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float margin = tilesize * 1f;
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