Fixed so that ghosts dont accidently go back in house
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@ -3,6 +3,7 @@ package se.urmo.game.map;
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import lombok.extern.slf4j.Slf4j;
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import lombok.extern.slf4j.Slf4j;
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import se.urmo.game.entities.BaseAnimated;
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import se.urmo.game.entities.BaseAnimated;
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import se.urmo.game.entities.ghost.Ghost;
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import se.urmo.game.entities.ghost.Ghost;
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import se.urmo.game.entities.ghost.mode.GhostMode;
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import se.urmo.game.util.Direction;
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import se.urmo.game.util.Direction;
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import java.awt.Graphics;
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import java.awt.Graphics;
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@ -136,8 +137,8 @@ public class GameMap {
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// For Ghost entities, check if this is a ghost-passable tile
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// For Ghost entities, check if this is a ghost-passable tile
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// You might want to refine this logic based on specific tile types or ghost states
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// You might want to refine this logic based on specific tile types or ghost states
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// Example: Allow ghosts to pass through ghost house door
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// Example: Allow ghosts to pass through ghost house door IF in house mode
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if (mapTile.getTileType() == TileType.DOOR) {
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if (mapTile.getTileType() == TileType.DOOR && ((Ghost) entity).currentMode() == GhostMode.HOUSE) {
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return false; // Not solid for ghosts
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return false; // Not solid for ghosts
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}
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}
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}
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}
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