From 6625b70fe92553f3d60041e723476f6bf51d5f71 Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Fri, 13 Feb 2015 03:41:24 -0500 Subject: [PATCH] v0.2.4: reverted custom shaking logic --- .../shatteredpixeldungeon/actors/Char.java | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/src/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java b/src/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java index 2a96148d5..ca6c045e9 100644 --- a/src/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java +++ b/src/com/shatteredpixel/shatteredpixeldungeon/actors/Char.java @@ -132,15 +132,10 @@ public abstract class Char extends Actor { effectiveDamage = attackProc( enemy, effectiveDamage ); effectiveDamage = enemy.defenseProc( this, effectiveDamage ); - //game screen shakes for large amounts of damage dealt to/by the player. - //TODO: make sure this isn't distracting + //TODO: consider revisiting this and shaking in more cases. float shake = 0f; - if (enemy == Dungeon.hero) { - shake = Math.max(effectiveDamage / (enemy.HT / 4), - (float) Math.pow(effectiveDamage / (enemy.HP / 2), 2)); - } else if (this == Dungeon.hero && effectiveDamage >= enemy.HP) { - shake = (float) Math.pow(effectiveDamage / (enemy.HT / 2), 2); - } + if (enemy == Dungeon.hero) + shake = effectiveDamage / (enemy.HT / 4); if (shake > 1f) Camera.main.shake( GameMath.gate( 1, shake, 5), 0.3f );