fix: wall breakage would use wrong texture

This commit is contained in:
minjaesong
2023-09-13 15:49:15 +09:00
parent 79892f2525
commit fce32f7f48

View File

@@ -373,8 +373,8 @@ internal object BlocksDrawer {
}
val breakage = if (mode == TERRAIN) world.getTerrainDamage(x, y) else if (mode == WALL) world.getWallDamage(x, y) else 0f
val maxHealth = if (mode == TERRAIN || mode == WALL) BlockCodex[world.getTileFromTerrain(x, y)].strength else 1
val breakingStage = if (mode == TERRAIN || mode == WALL) (breakage / maxHealth).times(BREAKAGE_STEPS).roundToInt() else 0
val maxHealth = if (mode == TERRAIN) BlockCodex[world.getTileFromTerrain(x, y)].strength else if (mode == WALL) BlockCodex[world.getTileFromWall(x, y)].strength else 1
val breakingStage = if (mode == TERRAIN || mode == WALL) (breakage / maxHealth).coerceIn(0f, 1f).times(BREAKAGE_STEPS).roundToInt() else 0
// draw a tile
writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)