Player unit spawns before core animation finishes (#8375)

* Player unit spawns before core animation finishes

* the

* Shouldn't the landing particles also be aimed at the tile's world pos?
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MEEPofFaith 2023-03-08 05:26:11 -08:00 committed by GitHub
parent 327a8fc61b
commit 75e1e6f166
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2 changed files with 2 additions and 2 deletions

View file

@ -193,7 +193,7 @@ public class Control implements ApplicationListener, Loadable{
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
coreDelay = coreLandDuration;
//delay player respawn so animation can play.
player.deathTimer = -80f;
player.deathTimer = Player.deathDelay - coreLandDuration;
//TODO this sounds pretty bad due to conflict
if(settings.getInt("musicvol") > 0){
Musics.land.stop();

View file

@ -395,7 +395,7 @@ public class CoreBlock extends StorageBlock{
if(renderer.getLandTime() >= 1f){
tile.getLinkedTiles(t -> {
if(Mathf.chance(0.4f)){
Fx.coreLandDust.at(t.worldx(), t.worldy(), angleTo(t) + Mathf.range(30f), Tmp.c1.set(t.floor().mapColor).mul(1.5f + Mathf.range(0.15f)));
Fx.coreLandDust.at(t.worldx(), t.worldy(), angleTo(t.worldx(), t.worldy()) + Mathf.range(30f), Tmp.c1.set(t.floor().mapColor).mul(1.5f + Mathf.range(0.15f)));
}
});