physics fix pack 3

This commit is contained in:
Timofey06 2023-08-17 17:28:29 +03:00
parent a327e1b480
commit 9b346891f2
5 changed files with 5 additions and 5 deletions

View file

@ -55,7 +55,7 @@ namespace DangerousD.GameCore
{
GraphicsComponent.DrawAnimation(Rectangle, spriteBatch);
//debug
spriteBatch.Draw(debugTexture,new Rectangle(Rectangle.X-GraphicsComponent.CameraPosition.X,Rectangle.Y-GraphicsComponent.CameraPosition.Y,Rectangle.Width,Rectangle.Height), Color.White);
//wdaspriteBatch.Draw(debugTexture,new Rectangle(Rectangle.X-GraphicsComponent.CameraPosition.X,Rectangle.Y-GraphicsComponent.CameraPosition.Y,Rectangle.Width,Rectangle.Height), Color.White);
}
}

View file

@ -23,7 +23,7 @@ namespace DangerousD.GameCore.GameObjects.LivingEntities.Monsters
{
Width = 24;
Height = 40;
monster_speed = 3;
monster_speed = 1;
name = "Zombie";
leftBorder = (int)position.X - 100;
rightBorder = (int)position.X + 100;

View file

@ -14,7 +14,7 @@ public class Platform : MapObject
{
base.Draw(spriteBatch);
//debug
spriteBatch.Draw(debugTexture, new Rectangle(Rectangle.X - GraphicsComponent.CameraPosition.X, Rectangle.Y - GraphicsComponent.CameraPosition.Y, Rectangle.Width, Rectangle.Height), Color.White);
//spriteBatch.Draw(debugTexture, new Rectangle(Rectangle.X - GraphicsComponent.CameraPosition.X, Rectangle.Y - GraphicsComponent.CameraPosition.Y, Rectangle.Width, Rectangle.Height), Color.Blue);
}

View file

@ -14,7 +14,7 @@ public class StopTile : MapObject
{
base.Draw(spriteBatch);
//debug
spriteBatch.Draw(debugTexture, new Rectangle(Rectangle.X - GraphicsComponent.CameraPosition.X, Rectangle.Y - GraphicsComponent.CameraPosition.Y, Rectangle.Width, Rectangle.Height), Color.White);
// spriteBatch.Draw(debugTexture, new Rectangle(Rectangle.X - GraphicsComponent.CameraPosition.X, Rectangle.Y - GraphicsComponent.CameraPosition.Y, Rectangle.Width, Rectangle.Height), Color.White);
}
}

View file

@ -48,7 +48,7 @@ namespace DangerousD.GameCore.Managers
oldRect.Offset((int)currentEntity.velocity.X, 0);
for (int j = 0; j < mapObjects.Count; j++)
{
if (Math.Abs(mapObjects[i].Pos.X - currentEntity.Pos.X) < currentEntity.velocity.X * 2 && Math.Abs(mapObjects[i].Pos.Y - currentEntity.Pos.Y) < 50)
if (Math.Abs(mapObjects[i].Pos.X - currentEntity.Pos.X) < 550 && Math.Abs(mapObjects[i].Pos.Y - currentEntity.Pos.Y) < 550)
{
if (oldRect.Intersects(mapObjects[j].Rectangle))
{