mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
turns out actors still have the camera artefacts...
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@@ -128,7 +128,7 @@ class SpriteAnimation(@Transient val parentActor: ActorWithBody) {
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if (visible) {
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val region = textureRegion.get(currentFrame, currentRow)
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batch.color = colorFilter
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// batch.color = colorFilter
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//val scale = parentActor.scale.toFloat() // wtf?
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@@ -1620,12 +1620,14 @@ open class ActorWithBody : Actor {
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val leftsidePadding = world!!.width.times(TILE_SIZE) - WorldCamera.width.ushr(1)
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val rightsidePadding = WorldCamera.width.ushr(1)
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val offendingPad = world!!.width.times(TILE_SIZE) - WorldCamera.width.ushr(1)
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val offsetX = hitboxTranslateX * scale
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val offsetY = sprite.cellHeight * scale - hitbox.height - hitboxTranslateY * scale - 1
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// it would be great if you can eliminate the try-catch because it may hurt the performance when there's too many actors on screen to draw
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// try {
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if (Math.abs(WorldCamera.x - hitbox.startX) > App.scr.halfw) {
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/*if (Math.abs(WorldCamera.x - hitbox.startX) > App.scr.halfw) {
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sprite.render(batch,
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(hitbox.startX - offsetX).toFloat() + world!!.width * TILE_SIZEF,
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(hitbox.startY - offsetY).toFloat(),
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@@ -1638,7 +1640,30 @@ open class ActorWithBody : Actor {
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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}*/
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batch.color = Color.WHITE
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sprite.render(batch,
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(hitbox.startX - offsetX).toFloat(),
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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batch.color = Color.BLUE
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sprite.render(batch,
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(hitbox.startX - offsetX).toFloat() - world!!.width * TILE_SIZEF,
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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batch.color = Color.GREEN
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sprite.render(batch,
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(hitbox.startX - offsetX).toFloat() + world!!.width * TILE_SIZEF,
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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// }
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// catch (e: UninitializedPropertyAccessException) {
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// printdbgerr(this, this.javaClass.simpleName)
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@@ -1681,10 +1706,10 @@ open class ActorWithBody : Actor {
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}
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private fun clampWtile(x: Int): Int =
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if (x < 0) 0 else if (x >= world?.width ?: 0) (world?.width ?: 0) - 1 else x
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if (x < 0) 0 else if (x >= (world?.width ?: 0)) (world?.width ?: 0) - 1 else x
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private fun clampHtile(x: Int): Int =
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if (x < 0) 0 else if (x >= world?.height ?: 0) (world?.height ?: 0) - 1 else x
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if (x < 0) 0 else if (x >= (world?.height ?: 0)) (world?.height ?: 0) - 1 else x
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var isNoClip: Boolean = false
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@@ -572,6 +572,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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private var worldWidth: Double = 0.0
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private var oldCamX = 0
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/**
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* Ingame (world) related updates; UI update must go to renderGame()
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@@ -633,13 +634,17 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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BlockStats.update()
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}
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// fill up visibleActorsRenderFront for wires, if:
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// 1. something is cued on the wire change queue
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// 2. wire renderclass changed
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if (newWorldLoadedLatch || wireChangeQueue.isNotEmpty() || selectedWireRenderClass != oldSelectedWireRenderClass) {
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// 0. Camera wrapped
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// 1. new world has been loaded
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// 2. something is cued on the wire change queue
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// 3. wire renderclass changed
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if (Math.abs(WorldCamera.x - oldCamX) >= worldWidth * 0.85 ||
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newWorldLoadedLatch || wireChangeQueue.isNotEmpty() || selectedWireRenderClass != oldSelectedWireRenderClass) {
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measureDebugTime("Ingame.FillUpWiresBuffer") {
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fillUpWiresBuffer()
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}
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}
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oldCamX = WorldCamera.x
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}
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