Remove some questionable code
Changelog: - Don't shorten overlap, that is already done on position after movement update - Don't extend tile when updating tile coordscene_man
parent
a8567e2666
commit
95c4b98879
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@ -16,11 +16,11 @@ bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
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// x is p1, y is p2
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*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
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}
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if (fabs(*overlap) < 0.01) // Use 2 dp precision
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{
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*overlap = 0;
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return false;
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}
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//if (fabs(*overlap) < 0.01) // Use 2 dp precision
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//{
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// *overlap = 0;
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// return false;
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//}
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return true;
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}
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@ -699,8 +699,8 @@ void update_tilemap_system(Scene_t *scene)
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// Extend the check by a little to avoid missing
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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{
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