fix phantom tail bug

This commit is contained in:
ethan merchant 2024-11-09 19:52:52 -05:00
parent 745e7ece53
commit 9e9dfdddd3

View file

@ -106,7 +106,7 @@ static class Arts
) )
); );
for (int i = 1; i < Mono.snake_len - 1; i++) for (int i = 1; i < Mono.snake_len; i++)
{ {
float scale = 1.0f; float scale = 1.0f;
if ((int)((Time.Total - Mono.eat_timestamp) * Mono.snake_len / Mono.step_step) == i) if ((int)((Time.Total - Mono.eat_timestamp) * Mono.snake_len / Mono.step_step) == i)
@ -124,7 +124,7 @@ static class Arts
} }
// false tail // false tail
if (tailmove.state && snake_t < 1.0f) { if (tailmove.state && snake_t < 1.0f) {
int i_tail = Mono.snake_len - 1; int i_tail = Maths.min(Mono.snake_len, Mono.snake.Length - 1);
Vec3 tail_dir = Vec3.Direction(Mono.snake[i_tail - 1].ToVec3, Mono.snake[i_tail].ToVec3); Vec3 tail_dir = Vec3.Direction(Mono.snake[i_tail - 1].ToVec3, Mono.snake[i_tail].ToVec3);
meshes["Segment"].Draw( meshes["Segment"].Draw(
mat_mono, mat_mono,