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Move onground/onroof/animateentities logic to start of gamelogic()

For some reason, it was put near the start of gamerender(), even though
since it handles edge-flipping it seems like it should be in the logic
function already.

This makes sure entity animations don't animate as fast as possible, and
also fixes edge-flipping on normal surfaces.
This commit is contained in:
Misa 2020-04-28 16:25:03 -07:00 committed by Ethan Lee
parent 57b643d22a
commit 298aa95259
2 changed files with 28 additions and 28 deletions

View file

@ -119,6 +119,34 @@ void gamecompletelogic2()
void gamelogic()
{
if (!game.blackout && !game.completestop)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
//Is this entity on the ground? (needed for jumping)
if (obj.entitycollidefloor(i))
{
obj.entities[i].onground = 2;
}
else
{
obj.entities[i].onground--;
}
if (obj.entitycollideroof(i))
{
obj.entities[i].onroof = 2;
}
else
{
obj.entities[i].onroof--;
}
//Animate the entities
obj.animateentities(i);
}
}
//Misc
if (map.towermode)
{

View file

@ -1348,34 +1348,6 @@ void gamerender()
}
if(!game.completestop)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
//Is this entity on the ground? (needed for jumping)
if (obj.entitycollidefloor(i))
{
obj.entities[i].onground = 2;
}
else
{
obj.entities[i].onground--;
}
if (obj.entitycollideroof(i))
{
obj.entities[i].onroof = 2;
}
else
{
obj.entities[i].onroof--;
}
//Animate the entities
obj.animateentities(i);
}
}
graphics.drawentities();
if (map.towermode)
{