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Fix some ranged attack animation bugs #587
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Recentering on the target after the missile goes off the edge seems to work... but there are some cases where recentering before the animation starts, on a tile between the origin and the destination, could make it so the whole animation fits on the screen. I think that should be the first choice behavior. |
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I'm ready to recommend merging this. There is one more bug I want to fix in ranged animations but it already existed without my changes, eludes fixing after many attempts to debug, and I don't want to let the fixes in this branch go stale because I can't figure that one out at the moment. This video shows the current master branch running combat with a variety of ranged animations at Slow game speed: It demonstrates #97, #582, and #602 (the bug I mentioned I haven't fixed yet.) This video shows my updated animation code running the replay of the same combat sequence: You can see #97 and #582 fixed. There's also behavioral changes in how the view is framed:
(Sorry the quality of the videos is terrible.) |
I can't currently stage the replay for you to conveniently run it yourself because of the problem with test scenarios mentioned in #601. However, here is the Ranged Arena scenario compressed: |
I need to keep testing this.
Fix #582
Fix #97