Make trainer switch AI aware of arena traps

This commit is contained in:
Flashfyre committed 2024-03-31 12:00:54 -04:00
1 parent 7ddd834786
commit 203ba1646d
7 files changed
+47 -11

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@@ -163,8 +163,8 @@ void main() {
color = vec4(blendHardLight(color.rgb, dayNightTint), color.a);
}
if (terrainColorRatio > 0.0 && 1.0 - terrainColorRatio < outTexCoord.y) {
if (color.a > 0.0 && terrainColor.r > 0.0 && terrainColor.g > 0.0 && terrainColor.b > 0.0) {
if (terrainColorRatio > 0.0 && (1.0 - terrainColorRatio) < outTexCoord.y) {
if (color.a > 0.0 && (terrainColor.r > 0.0 || terrainColor.g > 0.0 || terrainColor.b > 0.0)) {
color.rgb = mix(color.rgb, blendHue(color.rgb, terrainColor), 1.0);
}
}
@@ -226,7 +226,7 @@ export default class FieldSpritePipeline extends Phaser.Renderer.WebGL.Pipelines
onBind(gameObject: Phaser.GameObjects.GameObject): void {
super.onBind();
const sprite = (gameObject as Phaser.GameObjects.Sprite);
const sprite = gameObject as Phaser.GameObjects.Sprite | Phaser.GameObjects.NineSlice;
const scene = sprite.scene as BattleScene;
const data = sprite.pipelineData;