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author | Bertram <bertram@cegetel.net> | 2009-10-29 01:07:11 +0100 |
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committer | Bertram <bertram@cegetel.net> | 2009-10-29 01:07:11 +0100 |
commit | 45223500f7a5f661adea71e57010b018bac2cf32 (patch) | |
tree | 9bb009e84d4a1f8de9415a6d36395d1b0ed6150f /src/being.cpp | |
parent | 3350289ca6aa76c4b7249374af2f3f08fbecbe93 (diff) | |
download | mana-45223500f7a5f661adea71e57010b018bac2cf32.tar.gz mana-45223500f7a5f661adea71e57010b018bac2cf32.tar.bz2 mana-45223500f7a5f661adea71e57010b018bac2cf32.tar.xz mana-45223500f7a5f661adea71e57010b018bac2cf32.zip |
Mostly fixed the walk on water bug... But...
The current code tells that the character must stop in the middle of a tile
when the tile to the north is blocking.
But even now with respecting this, the player is still on water. So, what to do?
Correct the water tile?
Diffstat (limited to 'src/being.cpp')
-rw-r--r-- | src/being.cpp | 3 |
1 files changed, 0 insertions, 3 deletions
diff --git a/src/being.cpp b/src/being.cpp index 6542a14b..feec617a 100644 --- a/src/being.cpp +++ b/src/being.cpp @@ -165,9 +165,6 @@ void Being::setDestination(int dstX, int dstY) return; } - // FIXME: Look into making this code neater. - // Interpolate the offsets. Also convert from tile based to pixel based - // Find the starting offset float startX = (srcX % 32); float startY = (srcY % 32); |