From da9b86c6790886970d46e8be34db0508fb9df20d Mon Sep 17 00:00:00 2001 From: Tim Sarbin Date: Wed, 13 Nov 2019 15:08:09 -0500 Subject: [PATCH] Fixed crash on 0 animation speed entities. (#164) --- d2render/animated_entity.go | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/d2render/animated_entity.go b/d2render/animated_entity.go index cdd0e447..fbaa8ea2 100644 --- a/d2render/animated_entity.go +++ b/d2render/animated_entity.go @@ -137,11 +137,13 @@ func (v *AnimatedEntity) LoadLayer(layer string, fileProvider d2interface.FilePr // Render draws this animated entity onto the target func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) { - for v.lastFrameTime.Add(time.Millisecond * time.Duration(v.animationSpeed)).Before(time.Now()) { - v.lastFrameTime = v.lastFrameTime.Add(time.Millisecond * time.Duration(v.animationSpeed)) - v.currentFrame++ - if v.currentFrame >= v.framesToAnimate { - v.currentFrame = 0 + if v.animationSpeed > 0 { + for v.lastFrameTime.Add(time.Millisecond * time.Duration(v.animationSpeed)).Before(time.Now()) { + v.lastFrameTime = v.lastFrameTime.Add(time.Millisecond * time.Duration(v.animationSpeed)) + v.currentFrame++ + if v.currentFrame >= v.framesToAnimate { + v.currentFrame = 0 + } } } for idx := 0; idx < v.Cof.NumberOfLayers; idx++ {