more SANE way of drawing elements (actor zoom broken)

Former-commit-id: edca68d5d25c4e45be209da46449ad9e0b2c35cf
Former-commit-id: 38858d235b553e41bea7d506b402fe0a92a1aab0
This commit is contained in:
Song Minjae
2016-10-31 14:10:37 +09:00
parent ec40d34859
commit 60c81baffd
3 changed files with 50 additions and 43 deletions

View File

@@ -120,22 +120,12 @@ constructor(val UI: UICanvas) {
UIGraphicInstance.font = Terrarum.fontGame
UI.render(gc, UIGraphicInstance)
if (sbg.currentStateID == Terrarum.STATE_ID_GAME) {
ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
posX + MapCamera.cameraX * Terrarum.ingame.screenZoom - (UI.width / 2f * scale.minus(1)),
posY + MapCamera.cameraY * Terrarum.ingame.screenZoom - (UI.height / 2f * scale.minus(1)),
Color(1f, 1f, 1f, opacity)
)// compensate for screenZoom AND camera translation
// (see Game.render -> g.translate())
}
else {
ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
posX.toFloat() - (UI.width / 2f * scale.minus(1)),
posY.toFloat() - (UI.height / 2f * scale.minus(1)),
Color(1f, 1f, 1f, opacity)
)
}
ingameGraphics.drawImage(UIDrawnCanvas.getScaledCopy(scale),
posX.toFloat() - (UI.width / 2f * scale.minus(1)),
posY.toFloat() - (UI.height / 2f * scale.minus(1)),
Color(1f, 1f, 1f, opacity)
)
}
}