v3.1.0: fixed camera following enemies after teleport in specific cases
This commit is contained in:
committed by
Evan Debenham
parent
f599bba4c0
commit
8c3a94037c
@@ -269,6 +269,10 @@ public class Camera extends Gizmo {
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panIntensity = intensity;
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}
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public synchronized Visual followTarget(){
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return followTarget;
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}
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public synchronized void setFollowDeadzone( float deadzone ){
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followDeadzone = deadzone;
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}
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@@ -38,6 +38,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.SpecialRoom
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.noosa.Camera;
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import com.watabou.utils.BArray;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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@@ -299,6 +300,11 @@ public class ScrollOfTeleportation extends Scroll {
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if (Dungeon.level.heroFOV[pos] || ch == Dungeon.hero ) {
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ch.sprite.emitter().start(Speck.factory(Speck.LIGHT), 0.2f, 3);
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} else {
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if (Camera.main.followTarget() == ch.sprite){
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//clear the follow in this case as the teleport target is going out of vision
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Camera.main.panFollow(null, 5f);
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}
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}
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}
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