Made monsters a bit less synced.
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parent
0d49482036
commit
4adfdbe006
@ -190,7 +190,7 @@ func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
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var jumping []geom.Point
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var jumping []geom.Point
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for pos, animation := range r.IdleMonsters.Values {
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for pos, animation := range r.IdleMonsters.Values {
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for animation.Frame > 0 {
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for animation.Frame > 0 {
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if rand.Intn(10) != 0 {
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if rand.Intn(100) < 37 { // P = .37
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monster, ok := r.Level.Monsters[pos]
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monster, ok := r.Level.Monsters[pos]
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if ok && monster != nil {
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if ok && monster != nil {
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target, ok := monster.FindTarget(r.Level, pos)
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target, ok := monster.FindTarget(r.Level, pos)
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@ -222,7 +222,7 @@ func (r *levelController) Play(level *tins2021.Level) {
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"heart": tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true),
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"heart": tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true),
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"monster": tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true),
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"monster": tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true),
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}
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}
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r.IdleMonsters = tins2021.NewAnimations(200*time.Millisecond, 100, false, false)
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r.IdleMonsters = tins2021.NewAnimations(40*time.Millisecond, 100, false, false)
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r.MovingMonsters = tins2021.NewAnimations(16*time.Millisecond, 50, false, false)
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r.MovingMonsters = tins2021.NewAnimations(16*time.Millisecond, 50, false, false)
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for monster := range level.Monsters {
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for monster := range level.Monsters {
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r.IdleMonsters.Frame(monster)
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r.IdleMonsters.Frame(monster)
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