unit frames placed at coresponding point on the map when rotating before move orders

This commit is contained in:
devZoGok
2025-02-07 21:26:28 +02:00
parent 94a200b16d
commit b5891b28f5
3 changed files with 14 additions and 11 deletions
+4 -4
View File
@@ -52,6 +52,7 @@ namespace battleship{
}
}
//TODO specify what to snap the frame to
void GameObjectFrameController::snapToObj(GameObjectFrame &s, GameObject::Type type, int unitId, float maxDist){
if(s.getType() == GameObject::Type::UNIT && s.getId() == unitId){
s.status = GameObjectFrame::NOT_PLACEABLE;
@@ -101,9 +102,7 @@ namespace battleship{
}
GameObjectFrame &s = gameObjectFrames[id];
if(!rotatingStructure)
s.placeAt(newPos);
s.placeAt(newPos);
s.status = (unevenness < maxUnevenness ? GameObjectFrame::PLACEABLE : GameObjectFrame::NOT_PLACEABLE);
snapToObj(s, GameObject::Type::UNIT, 20, 3);
@@ -138,7 +137,8 @@ namespace battleship{
newPos = paintSelectRowStart + dir * hypothenuse * i;
}
placeGameObjectFrame(i, newPos, width, length);
if(!rotatingStructure) placeGameObjectFrame(i, newPos, width, length);
}
}