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authorArslaan Pathan <[email protected]>2025-06-29 11:57:50 +1200
committerArslaan Pathan <[email protected]>2025-06-29 11:57:50 +1200
commit2ca2d786af025689fb4f18800f219bedc97d1ba9 (patch)
tree0f9d5a4db992fa184bb69710e08f232fdc1c2b72 /assets/scripts
parentde6ecfdf287f2dcc625bbd32f65a99511e985f7a (diff)
downloadshowdownofthesticks-2ca2d786af025689fb4f18800f219bedc97d1ba9.tar.xz
showdownofthesticks-2ca2d786af025689fb4f18800f219bedc97d1ba9.zip
Remove debug print for velocity and ceil positions instead of flooring for a slightly more chaotic effect
Diffstat (limited to 'assets/scripts')
-rw-r--r--assets/scripts/local2P.lua7
1 files changed, 2 insertions, 5 deletions
diff --git a/assets/scripts/local2P.lua b/assets/scripts/local2P.lua
index 7413406..fe3f91e 100644
--- a/assets/scripts/local2P.lua
+++ b/assets/scripts/local2P.lua
@@ -315,9 +315,6 @@ function ApplyPhysics(character)
character.x = character.x + character.x_velocity * deltaTime
character.x_velocity = character.x_velocity * 0.88
- print(character.name, character.x_velocity)
- print(character.name, character.y_velocity)
-
if character.y_velocity > 0 then
-- Falling
if IsOnGround(character) then
@@ -352,8 +349,8 @@ function Update()
ApplyPhysics(player2Character)
-- Render characters
- queueTextureForRender(player1Character.current_sprite, math.floor(player1Character.x), math.floor(player1Character.y))
- queueTextureForRender(player2Character.current_sprite, math.floor(player2Character.x), math.floor(player2Character.y))
+ queueTextureForRender(player1Character.current_sprite, math.ceil(player1Character.x), math.ceil(player1Character.y))
+ queueTextureForRender(player2Character.current_sprite, math.ceil(player2Character.x), math.ceil(player2Character.y))
-- Environment
DrawGroundTiles()