Move logical onground/onroof updates to start of gamelogic

This reintroduces 2-frame edge-flipping after the 1-frame input delay
got removed. This is because along with processing input and moving
Viridian, logical onground/onroof assignments need to processed in the
same between-render sequence as well - otherwise Viridian only gets 1
frame of edge-flipping due to frame ordering.
This commit is contained in:
Misa
2021-03-18 13:20:56 -07:00
committed by Ethan Lee
parent 63a60b11cc
commit 094209bd12
2 changed files with 30 additions and 8 deletions

View File

@@ -26,28 +26,24 @@ void gamerenderfixed(void)
{
for (size_t i = 0; i < obj.entities.size(); i++)
{
//Is this entity on the ground? (needed for jumping)
if (obj.entitycollidefloor(i))
{
obj.entities[i].onground = 2;
obj.entities[i].visualonground = 2;
}
else
{
obj.entities[i].onground--;
--obj.entities[i].visualonground;
}
if (obj.entitycollideroof(i))
{
obj.entities[i].onroof = 2;
obj.entities[i].visualonroof = 2;
}
else
{
obj.entities[i].onroof--;
--obj.entities[i].visualonroof;
}
obj.entities[i].visualonground = obj.entities[i].onground;
obj.entities[i].visualonroof = obj.entities[i].onroof;
//Animate the entities
obj.animateentities(i);
}