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https://github.com/TheRavenwoodArts/LunaLightXMG.git
synced 2026-07-30 22:55:03 -07:00
Ultra minor updates.
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@@ -78,9 +78,9 @@ namespace LunaLightXMG
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hspPrev = hsp;
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// Horizontal collision prediction
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float onePixh = Math.Sign(hsp);
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if (collisionManager.IsColliding(position + new Vector2(hsp, 0), boundingBox, platforms))
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if (CollisionManager.IsColliding(position + new Vector2(hsp, 0), boundingBox, platforms))
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{
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while (!collisionManager.IsColliding(position + new Vector2(onePixh, 0), boundingBox, platforms))
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while (!CollisionManager.IsColliding(position + new Vector2(onePixh, 0), boundingBox, platforms))
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{
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position.X += onePixh;
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}
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@@ -90,9 +90,9 @@ namespace LunaLightXMG
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// Vertical collision prediction
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float onePixv = Math.Sign(vsp);
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if (collisionManager.IsColliding(position + new Vector2(0, vsp), boundingBox, platforms))
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if (CollisionManager.IsColliding(position + new Vector2(0, vsp), boundingBox, platforms))
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{
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while (!collisionManager.IsColliding(position + new Vector2(0, onePixv), boundingBox, platforms))
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while (!CollisionManager.IsColliding(position + new Vector2(0, onePixv), boundingBox, platforms))
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{
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position.Y += onePixv;
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}
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@@ -101,10 +101,10 @@ namespace LunaLightXMG
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position.Y += vsp; // Vertical move
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// Grounded?
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grounded = collisionManager.IsColliding(position + new Vector2(0, 1), boundingBox, platforms);
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grounded = CollisionManager.IsColliding(position + new Vector2(0, 1), boundingBox, platforms);
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// Walled?
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walled = collisionManager.WallCheck(position, boundingBox, platforms);
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walled = CollisionManager.WallCheck(position, boundingBox, platforms);
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// Check for collision with player
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if (boundingBox.Intersects(player.boundingBox) && player.vsp > 0)
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