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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-03-02 19:21:36 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-03-02 19:21:36 -0500 |
commit | 198a13fa1004534538122579dcdac4cf311b8603 (patch) | |
tree | df582c5d30bda091d84b8269d5e690713133502c /res/sfx/wobble_and_fall.wav | |
parent | f0efccecadea6476dde042748d5ed42d4a9b5cb3 (diff) | |
download | tanetane-198a13fa1004534538122579dcdac4cf311b8603.tar.gz tanetane-198a13fa1004534538122579dcdac4cf311b8603.tar.bz2 tanetane-198a13fa1004534538122579dcdac4cf311b8603.zip |
Handled case where a pathfollowing sprite overshoots its destination
This may happen due to lag or due to debugging with lldb. What happens is that 60 times a second, the engine will check whether the direction toward the current endpoint is equal to the direction in the pathfinding instruction, and if it isn't (because the sprite has gone past the endpoint) then it sets the sprite's position to the endpoint instantly so that the pathfinding can continue.
Diffstat (limited to 'res/sfx/wobble_and_fall.wav')
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