Bugfix: jarring jumps when resetting the scenery
This commit is contained in:
parent
e7750c891c
commit
e760f74ffd
1 changed files with 3 additions and 3 deletions
|
@ -25,7 +25,7 @@ class HillSet
|
|||
{
|
||||
this.controlPoints = [];
|
||||
|
||||
for (let x = 0, i = 0; x < this.size.x; x += this.controlPointInterval, i++)
|
||||
for (let x = 0, i = 0; x <= this.size.x; x += this.controlPointInterval, i++)
|
||||
{
|
||||
this.controlPoints.push(new Vector(
|
||||
x + (i !== 0 ? random(25) : 0),
|
||||
|
@ -34,10 +34,10 @@ class HillSet
|
|||
}
|
||||
|
||||
// Make everything as seamless as possible
|
||||
this.controlPoints[this.controlPoints.length - 2].x = this.size.x - this.controlPoints[2].x;
|
||||
this.controlPoints[this.controlPoints.length - 2].y = this.size.y;
|
||||
|
||||
this.hillLine = new SmoothLine();
|
||||
this.hillLine.add(this.controlPoints[this.controlPoints.length - 3].clone().subtract(new Vector(this.size.x * 2, 0)));
|
||||
this.hillLine.add(this.controlPoints[this.controlPoints.length - 2].clone().subtract(new Vector(this.size.x * 2, 0)));
|
||||
// TODO: Add a few points before this to make th smooth line join up upon reset correctly
|
||||
var prevPoints = [];
|
||||
for(let point of this.controlPoints)
|
||||
|
|
Loading…
Reference in a new issue