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v0.8.24 healthier piggos & bugfixes #204
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alexanderclarktx
commented
Oct 18, 2024
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edited
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edited
- improved piggo size/collider/eat scaling as he grows
- fixed shaky movement bug
} | ||
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if (entity.components.collider) { | ||
// @ts-expect-error | ||
entity.components.collider.colliderDesc.shape.radius *= 1.1 | ||
entity.components.collider.colliderDesc.shape.radius += 1 |
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better piggo collider scaling as he grows
@@ -147,6 +147,8 @@ export const PositionSystem: SystemBuilder<"PositionSystem"> = { | |||
velocity: { ...velocity }, | |||
pointingDelta: { ...pointingDelta }, | |||
} | |||
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position.lastCollided = following.components.position.lastCollided |
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lastCollided
copied to follower
@@ -61,7 +61,7 @@ const npcOnTick = (entity: Entity<Position>, world: World): void | InvokedAction | |||
const closest = closestEntity(edibles, position.data, 200) | |||
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if (closest) { | |||
if (XYdelta(position.data, closest.components.position.data) < 20) { | |||
if (XYdelta(position.data, closest.components.position.data) < 20 + (0.5 * renderable!.scale * renderable!.scale)) { |
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scaling Eat distance with renderable scale
@@ -16,7 +16,7 @@ export const IsometricWorld: WorldBuilder = (props) => { | |||
world.addSystemBuilders([ | |||
ExpiresSystem, ControlSystem, ClickableSystem, InputSystem, DebugSystem, | |||
DamageSystem, CommandSystem, NPCSystem, NametagSystem, CooldownSystem, | |||
ActionSystem, EffectsSystem, PhysicsSystem, PositionSystem, RenderSystem | |||
PhysicsSystem, ActionSystem, EffectsSystem, PositionSystem, RenderSystem |
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previous ordering was causing velocity to be reset -> player movement was not interpolated (shaky)