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Fix water effect speed

This commit is contained in:
dawnDus 2022-02-27 20:25:10 -05:00
parent 464ea6f194
commit 74a5cddeaf
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GPG key ID: 972AABDE81848F21

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@ -98,12 +98,12 @@ impl DynamicWater {
pub struct WaterRenderer {
depth_regions: Vec<(Rect<u16>, WaterParamEntry)>,
water_surfaces: Vec<DynamicWater>,
t: RefCell<f32>,
t: RefCell<u32>,
}
impl WaterRenderer {
pub fn new() -> WaterRenderer {
WaterRenderer { depth_regions: Vec::new(), water_surfaces: Vec::new(), t: RefCell::new(0.0) }
WaterRenderer { depth_regions: Vec::new(), water_surfaces: Vec::new(), t: RefCell::new(0) }
}
pub fn initialize(&mut self, regions: Vec<(WaterRegionType, Rect<u16>, u8)>, water_params: &WaterParams) {
@ -166,6 +166,9 @@ impl GameEntity<(&[&Player], &NPCList)> for WaterRenderer {
surf.tick();
}
let mut t_ref = self.t.borrow_mut();
*t_ref = t_ref.wrapping_add(1);
Ok(())
}
@ -180,9 +183,7 @@ impl GameEntity<(&[&Player], &NPCList)> for WaterRenderer {
let (o_x, o_y) = frame.xy_interpolated(state.frame_time);
let uv = (0.5, 0.5);
let mut t_ref = self.t.borrow_mut();
let t = *t_ref;
*t_ref += state.frame_time as f32;
let t = *self.t.borrow_mut() as f32 + state.frame_time as f32;
let shader = BackendShader::WaterFill(state.scale, t, (o_x, o_y));
for (region, color) in &self.depth_regions {