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authorDennis Friis <peavey@placid.dk>2008-10-30 20:13:26 +0000
committerDennis Friis <peavey@placid.dk>2008-10-30 20:13:26 +0000
commit6d928722369bc1db7f17d3fb0d0cb69ce304d39b (patch)
tree1a85ace05ff7188603f64b852ae2454f595c44fb
parent9e25bb7db1aae37538327348a40de1361b63ac85 (diff)
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Minor fixes to movement and hit effects. Patch by Kage_Jittai.
-rw-r--r--src/being.cpp9
-rw-r--r--src/localplayer.cpp8
2 files changed, 8 insertions, 9 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 7b77ed5a..69f873a2 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -315,7 +315,7 @@ void Being::takeDamage(int amount)
{
// Hit particle effect
controlParticle(particleEngine->addEffect(
- "graphics/particles/hit.particle.xml", 0, 0));
+ "graphics/particles/hit.particle.xml", mPos.x, mPos.y));
if (getType() == MONSTER)
{
@@ -465,8 +465,7 @@ void Being::logic()
// the jigger caused by moving too far.
if (length > 2.0f) {
const float speed = mWalkSpeed / 100.0f;
- dir /= (length / speed);
- mPos += dir;
+ mPos += dir / (length / speed);
if (mAction != WALK)
setAction(WALK);
@@ -475,9 +474,9 @@ void Being::logic()
int direction = 0;
const float dx = std::abs(dir.x);
const float dy = std::abs(dir.y);
- if (dx * 2 > dy)
+ if (dx > dy)
direction |= (dir.x > 0) ? RIGHT : LEFT;
- if (dy * 2 > dx)
+ else
direction |= (dir.y > 0) ? DOWN : UP;
setDirection(direction);
}
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index b6f478a0..fce9506a 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -47,7 +47,7 @@
#include "utils/tostring.h"
#include "utils/gettext.h"
-const short walkingKeyboardDelay = 500;
+const short walkingKeyboardDelay = 100;
LocalPlayer *player_node = NULL;
@@ -262,6 +262,7 @@ void LocalPlayer::walk(unsigned char dir)
if (dir & RIGHT)
dx += 32;
+
// Prevent skipping corners over colliding tiles
if (dx && !mMap->getWalk(((int) pos.x + dx) / 32,
(int) pos.y / 32, getWalkMask()))
@@ -274,10 +275,10 @@ void LocalPlayer::walk(unsigned char dir)
if (dx && dy && !mMap->getWalk((pos.x + dx) / 32,
(pos.y + dy) / 32, getWalkMask()))
dx = 16 - (int) pos.x % 32;
-
+
// Checks our path up to 5 tiles, if a blocking tile is found
// We go to the last good tile, and break out of the loop
- for (dScaler = 1; dScaler <= 5; dScaler++)
+ for (dScaler = 1; dScaler <= 10; dScaler++)
{
if ( (dx || dy) &&
!mMap->getWalk( ((int) pos.x + (dx * dScaler)) / 32,
@@ -319,7 +320,6 @@ void LocalPlayer::setDestination(Uint16 x, Uint16 y)
x = tx * 32 + fx;
y = ty * 32 + fy;
-
// Only send a new message to the server when destination changes
if (x != mDestX || y != mDestY)
{