Make cursormarsey a little bit less frantic (more idle time, more idle radius) (#143)
Reviewed-on: rDrama/rDrama#143 Co-authored-by: Lascaille <lascaille@noreply.fsdfsd.net> Co-committed-by: Lascaille <lascaille@noreply.fsdfsd.net>pull/146/head
parent
2640c4b3f9
commit
be564f48d0
|
@ -150,7 +150,7 @@ function frame() {
|
||||||
const diffY = cursormarseyPosY - mousePosY;
|
const diffY = cursormarseyPosY - mousePosY;
|
||||||
const distance = Math.sqrt(diffX ** 2 + diffY ** 2);
|
const distance = Math.sqrt(diffX ** 2 + diffY ** 2);
|
||||||
|
|
||||||
if (distance < cursormarseySpeed || distance < 48) {
|
if (distance < cursormarseySpeed || distance < 160) {
|
||||||
idle();
|
idle();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -161,7 +161,7 @@ function frame() {
|
||||||
if (idleTime > 1) {
|
if (idleTime > 1) {
|
||||||
setSprite("alert", 0);
|
setSprite("alert", 0);
|
||||||
// count down after being alerted before moving
|
// count down after being alerted before moving
|
||||||
idleTime = Math.min(idleTime, 7);
|
idleTime = Math.min(idleTime, 32);
|
||||||
idleTime -= 1;
|
idleTime -= 1;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue