Resolved bottoming out edge cases with collisions. No more empty block bugs.

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
Nic0Nic0Nii 3 years ago
parent c68177f5f5
commit 09286d3c9c
  1. 1
      src/sig/Board.java

@ -79,6 +79,7 @@ public class Board {
if (blocks.yspd>0) { if (blocks.yspd>0) {
if (blocks2.y+(blocks2.collisionColumnRanges[x][0])*block_height>FUTURE_FALL_POSITION+(blocks.collisionColumnRanges[x][1])*block_height) { if (blocks2.y+(blocks2.collisionColumnRanges[x][0])*block_height>FUTURE_FALL_POSITION+(blocks.collisionColumnRanges[x][1])*block_height) {
if (FUTURE_FALL_POSITION+(blocks.collisionColumnRanges[x][1])*block_height>blocks2.y+(blocks2.collisionColumnRanges[x][0])*block_height) { if (FUTURE_FALL_POSITION+(blocks.collisionColumnRanges[x][1])*block_height>blocks2.y+(blocks2.collisionColumnRanges[x][0])*block_height) {
CombineAToBFromBelow(blocks,blocks2);
HandleBlockLand(blocks, x, blocks2.y+(blocks2.collisionColumnRanges[x][0])*block_height-blocks.maxBlockHeight*block_height); HandleBlockLand(blocks, x, blocks2.y+(blocks2.collisionColumnRanges[x][0])*block_height-blocks.maxBlockHeight*block_height);
continue outerloop; continue outerloop;
} }

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