fix ghostable entities being pushed by ghosted entities
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+8
-37
@@ -9,37 +9,6 @@ export class Dungeon {
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game.width = 3000
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game.height = 3000
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// const playerSpawn = new Vector2(game.width / 2, game.height / 2)
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// game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: playerSpawn, position: new Vector2(playerSpawn.x - 1300, playerSpawn.y - 500), team: Team.blue })))
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// const dummyLogic = function dummyLogic() {
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// const entity = this
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// if (entity.position.x > 1250) {
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// entity.moveAction(new Vector2(500, entity.position.y))
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// }
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// else if (entity.position.x < 550 || entity.destination == null) {
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// entity.moveAction(new Vector2(1300, entity.position.y))
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// }
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// if (game.currentTick > 0 && game.currentTick % (6 * game.tickRate) == 0) {
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// entity.castAction('q', playerSpawn)
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// }
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// }
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// const dummy = { radius: 100, visualRadius: 50, abilities: { q: Ability.straightShot.id }, logic: dummyLogic }
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// game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 1 * (game.height / 4)) }))
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// game.spawnEntity(new Entity({ ...dummy, position: new Vector2(1 * (game.width / 5), 3 * (game.height / 4)) }))
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// game.addTerrain(new Terrain([
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// new Vector2(3.5 * (game.width / 10), 1.6 * (game.height / 5)),
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// new Vector2(3.5 * (game.width / 10), 1.4 * (game.height / 5)),
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// new Vector2(4 * (game.width / 10), 1.4 * (game.height / 5)),
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// new Vector2(4 * (game.width / 10), 1.6 * (game.height / 5)),
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// ]))
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// game.addTerrain(new Terrain([
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// new Vector2(3 * (game.width / 10), 2 * (game.height / 5)),
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// new Vector2(3 * (game.width / 10), 1 * (game.height / 5)),
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// new Vector2(4 * (game.width / 10), 1 * (game.height / 5)),
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// new Vector2(4 * (game.width / 10), 2 * (game.height / 5)),
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// ], false))
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const from = new Vector2(100, 100)
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game.height = 2000
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game.spawnEntity(new Entity(Template.player({ id: '1', spawnPosition: from, pathfindingObstacleLimit: 1, pathfindingCooldown: 0 })))
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@@ -66,12 +35,14 @@ export class Ravine {
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this.terrains.map((points) => new Terrain(points.map((p) => p.multiplyScalar(1.6)))).forEach((terrain) => game.addTerrain(terrain))
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game.logic = this.logic.bind(game)
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const player1 = new Entity(Template.player({
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id: '1',
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spawnPosition: new Vector2(500, 150),
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team: Team.blue,
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}))
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game.spawnEntity(player1)
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for (let i = 1; i <= 10; i++) {
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const team = i > 5 ? Team.blue : Team.red
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game.spawnEntity(new Entity(Template.player({
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id: `${i}`,
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spawnPosition: new Vector2(500, 150),
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team,
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})))
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}
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game.start()
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}
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