use negative radius
This commit is contained in:
parent
5ae8bfe06b
commit
ea9c9ff2c3
@ -67,7 +67,7 @@ export class InteractiveLayer extends Container {
|
||||
const scene = this.getScene();
|
||||
|
||||
const radius = this.getInteractionRadius();
|
||||
const r = radius == -1 ? 0 : radius;
|
||||
const r = Math.abs(radius);
|
||||
|
||||
// collecting all player positions
|
||||
const positions = [this.getCharacterPosition(scene.CurrentPlayer)];
|
||||
@ -85,7 +85,7 @@ export class InteractiveLayer extends Container {
|
||||
if (this.isPlayerInsideInteractionRadius(position, sprite, r)) {
|
||||
// (1) if one active sprite was found and radius = -1,
|
||||
// there is no need to check for other ones
|
||||
if (radius == -1) {
|
||||
if (radius < 0) {
|
||||
activateAll = true;
|
||||
break;
|
||||
}
|
||||
@ -99,16 +99,16 @@ export class InteractiveLayer extends Container {
|
||||
}
|
||||
|
||||
// same as comment (1)
|
||||
if (radius == -1 && activateAll) {
|
||||
if (radius < 0 && activateAll) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (radius != -1 && !wasActivatedThisRound && entity.state) {
|
||||
if (radius >= 0 && !wasActivatedThisRound && entity.state) {
|
||||
this.reverseEntityAnimation(entity);
|
||||
}
|
||||
}
|
||||
|
||||
if (radius == -1) {
|
||||
if (radius < 0) {
|
||||
if (activateAll && !this.allActive) {
|
||||
// if one entity changes to active: play all sprite animations
|
||||
for (const entity of this.spritesCollection) {
|
||||
@ -317,11 +317,7 @@ export class InteractiveLayer extends Container {
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (radius == -1) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
return Math.abs(radius);
|
||||
return radius;
|
||||
}
|
||||
|
||||
/**
|
||||
|
Loading…
Reference in New Issue
Block a user