Correct center calculation for visibility colliders.

This commit is contained in:
Nolan Darilek 2022-02-01 17:14:15 -06:00
parent 184cfac47e
commit 288b1605b9

View File

@ -313,17 +313,18 @@ fn spawn_colliders(
"Top left: {:?}\ntop right: {:?}\nbottom left: {:?}\nbottom right: {:?}", "Top left: {:?}\ntop right: {:?}\nbottom left: {:?}\nbottom right: {:?}",
top_left, top_right, bl, br top_left, top_right, bl, br
);*/ );*/
let center = (bl.0 as f32 + half_width, br.1 as f32 + half_height); let center = (
let x = center.0; bl.0 as f32 + half_width + 0.5,
let y = center.1; br.1 as f32 + half_height + 0.5,
);
/*println!( /*println!(
"Create shape at {:?} of width {} and height {}", "Create shape at {:?} of width {:?} and height {:?}",
center, width, height center, width, height
);*/ );*/
let id = commands let id = commands
.spawn_bundle(ColliderBundle { .spawn_bundle(ColliderBundle {
shape: ColliderShape::cuboid(half_width, half_height).into(), shape: ColliderShape::cuboid(half_width, half_height).into(),
position: Vec2::new(x, y).into(), position: Vec2::new(center.x(), center.y()).into(),
..Default::default() ..Default::default()
}) })
.insert(MapObstruction) .insert(MapObstruction)