From d9f4a9702bcb1f0858392d8344b7975bb2f8ec40 Mon Sep 17 00:00:00 2001 From: Renge Date: Wed, 13 Apr 2022 15:34:32 -0400 Subject: [PATCH] fix: wrong position in RMG --- src/shattered_sword/Scenes/Tutorial.ts | 2 +- src/shattered_sword/Tools/RandomMapGenerator.ts | 12 +++++------- 2 files changed, 6 insertions(+), 8 deletions(-) diff --git a/src/shattered_sword/Scenes/Tutorial.ts b/src/shattered_sword/Scenes/Tutorial.ts index de69740..1535d24 100644 --- a/src/shattered_sword/Scenes/Tutorial.ts +++ b/src/shattered_sword/Scenes/Tutorial.ts @@ -39,7 +39,7 @@ export default class Tutorial extends GameLevel{ this.viewport.setBounds(0, -500, this.map.width*32, this.map.height*32); this.viewport.follow(this.player); - this.playerSpawn = new Vec2(1*32, 1*32); + this.playerSpawn = new Vec2(5*32, 9*32); // Do generic setup for a GameLevel super.startScene(); diff --git a/src/shattered_sword/Tools/RandomMapGenerator.ts b/src/shattered_sword/Tools/RandomMapGenerator.ts index 79a7809..c9cc22f 100644 --- a/src/shattered_sword/Tools/RandomMapGenerator.ts +++ b/src/shattered_sword/Tools/RandomMapGenerator.ts @@ -110,7 +110,7 @@ export default class RandomMapGenerator { } getPlayer(): Vec2 { - return this.player; + return new Vec2(this.player.x - this.minX, this.player.y - this.minY); } getEnemies(): Array { @@ -261,13 +261,11 @@ export default class RandomMapGenerator { } if (room.enemies) for (let enemy of this.enemies) { - enemy.position.x -= this.minX; - enemy.position.y -= this.minY; + enemy.position.x += room.topLeft.x; + enemy.position.y += room.topLeft.y; this.enemies.push(enemy); } } - this.player.x -= this.minX; - this.player.y -= this.minY; } private isValidRoom(topLeft: Vec2, bottomRight: Vec2): boolean { @@ -357,8 +355,8 @@ export default class RandomMapGenerator { if (old.sprites) { for (let sprite of old.sprites) { if (sprite.type === 'player') { - this.player.x = sprite.x; - this.player.y = sprite.y; + this.player.x = sprite.x + posX; + this.player.y = sprite.y + posY; } else { if (this.gen.random() <= sprite.possibility) {