interpolate move will now immediately stop if destination is reached
parent
fd99159b27
commit
3df374b3b9
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@ -171,7 +171,10 @@ void interpolate_move(object_t* object, float target_x, float target_y, float ma
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float dx = target_x - object->sprite.x, dy = target_y - object->sprite.y;
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// calculate direction x,y
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float m = sqrtf(dx*dx + dy*dy);
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dx /= m; dy /= m;
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if(dx != 0)
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dx /= m;
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if(dy != 0)
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dy /= m;
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dx *= max_step_size; dy *= max_step_size;
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int step_count = max_step_size / m;
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@ -187,7 +190,7 @@ void interpolate_move(object_t* object, float target_x, float target_y, float ma
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* 1. move towards target
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* 2. check collision with every other object
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*/
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for(int steps = 0; steps < step_count; ++steps) {
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for(int steps = 0; steps < step_count && (object->sprite.x != target_x || object->sprite.y != target_y); ++steps) {
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// move towards target, snap to target if distance is too low
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const float old_x = object->sprite.x, old_y = object->sprite.y;
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float new_x, new_y;
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