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author | Starla Insigna <hatkirby@fourisland.com> | 2009-03-09 17:02:53 -0400 |
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committer | Starla Insigna <hatkirby@fourisland.com> | 2009-03-09 17:02:53 -0400 |
commit | aa575d82717f50c3724be72ca7ab4bcb8de725ee (patch) | |
tree | 9a143b28c939d1713ad2dcc685e421f8548b578e /Four Puzzle Editor/src/com | |
parent | 5c0f253d5d59a042f57c4cb209092729ece8a310 (diff) | |
download | fourpuzzle-aa575d82717f50c3724be72ca7ab4bcb8de725ee.tar.gz fourpuzzle-aa575d82717f50c3724be72ca7ab4bcb8de725ee.tar.bz2 fourpuzzle-aa575d82717f50c3724be72ca7ab4bcb8de725ee.zip |
Engine: Fixed walk-thru bug
Two specific events on the test map were always running over eachother. This problem started a few commits ago, but it was uncertain which commit this was. The key to solving the problem, as all other debugging didn't show anything, was that a certain event appeared to be blocked by something when it walked downward, which wasn't there. It was then discerned that that location was the original location of a moving event. From there it was discerned that the parent map used by AbstractEvent was the original map that was copied from, not the map being used by MapViewGameState. A simple change to Map's copy() function fixed this.
Diffstat (limited to 'Four Puzzle Editor/src/com')
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