Fix incorrect clamping

This commit is contained in:
Paul Kaplan 2018-06-06 15:01:02 -04:00
parent 0cd50fbb2c
commit bf2879ee0b

View file

@ -648,7 +648,7 @@ class RenderedTarget extends Target {
*/ */
reorderCostume (costumeIndex, newIndex) { reorderCostume (costumeIndex, newIndex) {
newIndex = MathUtil.clamp(newIndex, 0, this.sprite.costumes.length - 1); newIndex = MathUtil.clamp(newIndex, 0, this.sprite.costumes.length - 1);
costumeIndex = MathUtil.clamp(costumeIndex, this.sprite.costumes.length - 1, costumeIndex); costumeIndex = MathUtil.clamp(costumeIndex, 0, this.sprite.costumes.length - 1);
if (newIndex === costumeIndex) return false; if (newIndex === costumeIndex) return false;
@ -670,8 +670,8 @@ class RenderedTarget extends Target {
* @returns {boolean} If a change occurred (i.e. if the indices do not match) * @returns {boolean} If a change occurred (i.e. if the indices do not match)
*/ */
reorderSound (soundIndex, newIndex) { reorderSound (soundIndex, newIndex) {
newIndex = MathUtil.clamp(newIndex, 0, this.sprite.costumes.length - 1); newIndex = MathUtil.clamp(newIndex, 0, this.sprite.sounds.length - 1);
soundIndex = MathUtil.clamp(soundIndex, this.sprite.sounds.length - 1, soundIndex); soundIndex = MathUtil.clamp(soundIndex, 0, this.sprite.sounds.length - 1);
if (newIndex === soundIndex) return false; if (newIndex === soundIndex) return false;