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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
drawing droppeditem using common draw positioning function just like others
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@@ -1651,35 +1651,12 @@ open class ActorWithBody : Actor {
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protected fun drawSpriteInGoodPosition(sprite: SpriteAnimation, batch: SpriteBatch) {
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if (world == null) return
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//val offendingPad = world!!.width.times(TILE_SIZE) - WorldCamera.width - 1
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val offsetX = (hitboxTranslateX * scale).toFloat()
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val offsetY = (sprite.cellHeight * scale - hitbox.height - hitboxTranslateY * scale - 1).toFloat()
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drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat()) { x, y ->
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sprite.render(batch, x - offsetX, y - offsetY, scale.toFloat())
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}
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/*
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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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override fun onActorValueChange(key: String, value: Any?) {
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@@ -2,15 +2,15 @@ package net.torvald.terrarum.modulebasegame.gameactors
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.jme3.math.FastMath
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import net.torvald.terrarum.BlockCodex
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import net.torvald.terrarum.ItemCodex
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZEF
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import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameactors.PhysProperties
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import net.torvald.terrarum.gameactors.drawBodyInGoodPosition
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import net.torvald.terrarum.gameitem.ItemID
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import net.torvald.terrarum.worlddrawer.WorldCamera
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/**
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* Created by minjaesong on 2016-03-15.
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@@ -66,37 +66,16 @@ open class DroppedItem : ActorWithBody {
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// copy-pasted from ActorWithBody.drawSpriteInGoodPosition()
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if (world == null) return
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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 offsetX = hitboxTranslateX * scale
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val offsetY = (textureRegion?.regionHeight ?: TILE_SIZE) * scale - hitbox.height - hitboxTranslateY * scale - 1
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textureRegion?.let {
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// FIXME test me: this extra IF statement is supposed to not draw actors that's outside of the camera.
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// basic code without offsetX/Y DOES work, but obviously offsets are not tested.
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if (WorldCamera.xCentre > leftsidePadding && centrePosPoint.x <= rightsidePadding) {
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// camera center neg, actor center pos
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val offsetX = (hitboxTranslateX * scale).toFloat()
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val offsetY = (it.regionHeight * scale - hitbox.height - hitboxTranslateY * scale - 1).toFloat()
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drawBodyInGoodPosition(hitbox.startX.toFloat(), hitbox.startY.toFloat()) { x, y ->
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batch.draw(it,
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(hitbox.startX - offsetX).toFloat() + world!!.width * TILE_SIZE,
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(hitbox.startY - offsetY).toFloat(),
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TILE_SIZEF * scale.toFloat(), TILE_SIZEF * scale.toFloat()
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)
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}
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else if (WorldCamera.xCentre < rightsidePadding && centrePosPoint.x >= leftsidePadding) {
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// camera center pos, actor center neg
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batch.draw(it,
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(hitbox.startX - offsetX).toFloat() - world!!.width * TILE_SIZE,
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(hitbox.startY - offsetY).toFloat(),
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TILE_SIZEF * scale.toFloat(), TILE_SIZEF * scale.toFloat()
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)
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}
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else {
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batch.draw(it,
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(hitbox.startX - offsetX).toFloat(),
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(hitbox.startY - offsetY).toFloat(),
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TILE_SIZEF * scale.toFloat(), TILE_SIZEF * scale.toFloat()
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FastMath.floor(x - offsetX).toFloat(),
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FastMath.floor(y - offsetY).toFloat(),
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Math.floor(it.regionWidth * scale).toFloat(),
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Math.floor(it.regionHeight * scale).toFloat()
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)
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}
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}
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