fixed a bug where spawned fixture's x-position is not wrapped as it should do

This commit is contained in:
minjaesong
2021-09-19 00:03:34 +09:00
parent e68d82f280
commit c94babdf04
3 changed files with 31 additions and 20 deletions

View File

@@ -1,19 +1,16 @@
package net.torvald.terrarum.modulebasegame.gameactors
import net.torvald.terrarum.App
import net.torvald.terrarum.*
import net.torvald.terrarum.App.printdbg
import net.torvald.terrarum.IngameInstance
import net.torvald.terrarum.Point2i
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.gameactors.ActorID
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.PhysProperties
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.ui.UICanvas
import org.dyn4j.geometry.Vector2
import net.torvald.terrarum.*
typealias BlockBoxIndex = Int
@@ -111,6 +108,10 @@ open class FixtureBase : ActorWithBody, CuedByTerrainChange {
// using the actor's hitbox
// wrap x-position
val posX = posX fmod world!!.width
// check for existing blocks (and fixtures)
var hasCollision = false
checkForCollision@