Fixed cliffs not blending properly

This commit is contained in:
Anuken 2018-07-20 16:52:42 -04:00
parent 06b9d328f4
commit 4d6dc9546f
2 changed files with 10 additions and 28 deletions

View File

@ -178,7 +178,7 @@ public class Floor extends Block{
Floor floor = other.floor();
if(floor.id <= this.id || !blends.test(floor) || (floor.cacheLayer.ordinal() > this.cacheLayer.ordinal() && !sameLayer) ||
if((floor.id <= this.id && !(other.getElevation() > tile.getElevation())) || !blends.test(floor) || (floor.cacheLayer.ordinal() > this.cacheLayer.ordinal() && !sameLayer) ||
(sameLayer && floor.cacheLayer == this.cacheLayer)) continue;
TextureRegion region = floor.edgeRegions[i];

View File

@ -31,42 +31,24 @@ public class Drill extends Block{
protected final Array<Tile> drawTiles = new Array<>();
protected final Array<Item> toAdd = new Array<>();
/**
* Maximum tier of blocks this drill can mine.
*/
/**Maximum tier of blocks this drill can mine.*/
protected int tier;
/**
* Base time to drill one ore, in frames.
*/
/**Base time to drill one ore, in frames.*/
protected float drillTime = 300;
/**
* Whether the liquid is required to drill. If false, then it will be used as a speed booster.
*/
/**Whether the liquid is required to drill. If false, then it will be used as a speed booster.*/
protected boolean liquidRequired = false;
/**
* How many times faster the drill will progress when boosted by liquid.
*/
/**How many times faster the drill will progress when boosted by liquid.*/
protected float liquidBoostIntensity = 1.6f;
/**
* Speed at which the drill speeds up.
*/
/**Speed at which the drill speeds up.*/
protected float warmupSpeed = 0.02f;
/**
* Effect played when an item is produced. This is colored.
*/
/**Effect played when an item is produced. This is colored.*/
protected Effect drillEffect = BlockFx.mine;
/**
* Speed the drill bit rotates at.
*/
/**Speed the drill bit rotates at.*/
protected float rotateSpeed = 2f;
/**
* Effect randomly played while drilling.
*/
/**Effect randomly played while drilling.*/
protected Effect updateEffect = BlockFx.pulverizeSmall;
/**
* Chance the update effect will appear.
*/
/**Chance the update effect will appear.*/
protected float updateEffectChance = 0.02f;
protected boolean drawRim = false;