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Perform hit detection in physical LED space #3

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@rschenk rschenk commented Dec 28, 2018

Previously hit detection was done in virtual LED space (i.e. 0-1000) but this caused some weirdness, especially with a small number of LED. For example you could end up in a situation where visually the edge of an attack totally hits an enemy, but the enemy does not die...because in virtual space the attack didn't quite reach the enemy even though they are aliased to the same LED on the strip. This was confusing. Now all hit detection is done in the actual LED space, so what you see is what you get.

Previously hit detection was done in virtual LED space (i.e. 0-1000) but
this caused some weirdness, especially with a small number of LED. For
example you could end up in a situation where visually the edge of an
attack totally hits an enemy, but the enemy does not die...because in
virtual space the attack didn't quite reach the enemy even though they
are aliased to the same LED on the strip. This was confusing. Now all
hit detection is done in the actual LED space, so what you see is what
you get.
@bdring
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bdring commented Dec 28, 2018

@rschenk Thanks.

That sounds like a good idea. I will not be able to test the code for about 10 days. I am out of town without a TWANG. I'll merge it as soon as I can and push it on the TWANG32 too.

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2 participants