Description:
Fix cursor overlay.
Commit status:
[Not Reviewed]
References:
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Comments:
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Unresolved TODOs:
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@@ -23,7 +23,7 | |||||
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23 | private Song music; |
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23 | private Song music; |
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24 | private SpriteFont font; |
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24 | private SpriteFont font; |
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25 |
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25 | ||
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26 | private Camera camera = new Camera(new float[] {0.25f, 0.5f, 1.0f, 2.0f, 4.0f }); |
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26 | private Camera camera = new Camera(new float[] { 0.25f, 0.5f, 1.0f, 2.0f, 4.0f }); |
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27 |
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27 | ||
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28 | Random random_generator = new Random(); |
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28 | Random random_generator = new Random(); |
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29 |
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29 | ||
@@ -160,14 +160,14 | |||||
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160 | } |
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160 | } |
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161 |
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161 | ||
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162 | Vector2 calculateMousegrid(Vector2 normalizedMousePos) |
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162 | Vector2 calculateMousegrid(Vector2 normalizedMousePos) |
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163 | { |
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163 | { |
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164 |
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164 | ||
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165 | //int gridx = (int)(normalizedMousePos.X / Tile.TileSpriteWidth); |
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165 | //int gridx = (int)(normalizedMousePos.X / Tile.TileSpriteWidth); |
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166 | //int gridy = (int)(normalizedMousePos.Y / Tile.TileSpriteHeight); |
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166 | //int gridy = (int)(normalizedMousePos.Y / Tile.TileSpriteHeight); |
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167 | Vector2 adjust = new Vector2(Tile.TileSpriteWidth / 2, Tile.TileSpriteHeight); |
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167 | Vector2 adjust = new Vector2(Tile.TileSpriteWidth / 2, Tile.TileSpriteHeight); |
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168 | Vector2 adjustedMousePos = normalizedMousePos - adjust; |
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168 | Vector2 adjustedMousePos = normalizedMousePos - adjust; |
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169 |
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169 | ||
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170 | float boardx = ((adjustedMousePos.X/ Tile.TileSpriteWidth) + (adjustedMousePos.Y / Tile.TileSpriteHeight)); |
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170 | float boardx = ((adjustedMousePos.X / Tile.TileSpriteWidth) + (adjustedMousePos.Y / Tile.TileSpriteHeight)); |
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171 | float boardy = ((adjustedMousePos.Y / Tile.TileSpriteHeight) - (adjustedMousePos.X / Tile.TileSpriteWidth)); |
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171 | float boardy = ((adjustedMousePos.Y / Tile.TileSpriteHeight) - (adjustedMousePos.X / Tile.TileSpriteWidth)); |
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172 |
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172 | ||
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173 |
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173 | ||
@@ -238,21 +238,21 | |||||
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238 | } |
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238 | } |
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239 |
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239 | ||
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240 |
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240 | ||
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241 |
if (keyboardCur.IsKeyDown(Keys.Down) |
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241 | if (keyboardCur.IsKeyDown(Keys.Down)) |
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242 | { |
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242 | { |
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243 | this.camera.Move(new Vector2(0, -2)); |
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243 | this.camera.Move(new Vector2(0, -2)); |
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244 | } |
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244 | } |
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245 |
else if (keyboardCur.IsKeyDown(Keys.Up) |
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245 | else if (keyboardCur.IsKeyDown(Keys.Up)) |
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246 | { |
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246 | { |
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247 | this.camera.Move(new Vector2(0, 2)); |
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247 | this.camera.Move(new Vector2(0, 2)); |
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248 |
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248 | ||
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249 | } |
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249 | } |
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250 |
else if (keyboardCur.IsKeyDown(Keys.Left) |
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250 | else if (keyboardCur.IsKeyDown(Keys.Left)) |
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251 | { |
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251 | { |
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252 | this.camera.Move(new Vector2(-2, 0)); |
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252 | this.camera.Move(new Vector2(-2, 0)); |
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253 |
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253 | ||
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254 | } |
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254 | } |
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255 |
else if (keyboardCur.IsKeyDown(Keys.Right) |
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255 | else if (keyboardCur.IsKeyDown(Keys.Right)) |
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256 | { |
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256 | { |
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257 | this.camera.Move(new Vector2(2, 0)); |
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257 | this.camera.Move(new Vector2(2, 0)); |
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258 |
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258 | ||
@@ -299,13 +299,13 | |||||
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299 | { |
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299 | { |
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300 | this.camera.Move(new Vector2(0, -4)); |
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300 | this.camera.Move(new Vector2(0, -4)); |
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301 | } |
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301 | } |
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302 |
else if (MathUtils.Between(mouseCur.Y |
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302 | else if (MathUtils.Between(mouseCur.Y, (FNAGame.height - 50), FNAGame.height)) |
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303 | { |
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303 | { |
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304 | this.camera.Move(new Vector2(0, 4)); |
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304 | this.camera.Move(new Vector2(0, 4)); |
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305 | } |
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305 | } |
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306 |
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306 | ||
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307 |
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307 | ||
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308 |
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308 | ||
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309 |
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309 | ||
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310 | this.original_point = Vector2.Transform(new Vector2(mouseCur.X, mouseCur.Y), Matrix.Invert(camera.get_transformation(GraphicsDevice))); |
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310 | this.original_point = Vector2.Transform(new Vector2(mouseCur.X, mouseCur.Y), Matrix.Invert(camera.get_transformation(GraphicsDevice))); |
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311 |
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311 | ||
@@ -333,7 +333,17 | |||||
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333 |
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333 | ||
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334 | } |
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334 | } |
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335 |
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335 | ||
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336 | |||
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336 | protected void drawTileAt(int x, int y, int tileIndex, int height) |
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337 | protected void drawTileAt(int x, int y, int tileIndex, int height) |
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338 | { | ||
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339 | float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10; | ||
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340 | |||
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341 | float depthOffset = 0.7f - ((0 + (0 * Tile.TileWidth)) / maxdepth); | ||
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342 | |||
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343 | drawTileAt(x, y, tileIndex, height, depthOffset); | ||
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344 | } | ||
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345 | |||
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346 | protected void drawTileAt(int x, int y, int tileIndex, int height, float depth) | ||
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337 | { |
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347 | { |
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338 | /* |
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348 | /* |
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339 | Vector2 firstSquare = Vector2.Zero; |
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349 | Vector2 firstSquare = Vector2.Zero; |
@@ -371,9 +381,6 | |||||
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371 |
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381 | ||
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372 | int screenx = (x - y) * Tile.TileSpriteWidth / 2; |
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382 | int screenx = (x - y) * Tile.TileSpriteWidth / 2; |
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373 | int screeny = (x + y) * Tile.TileSpriteHeight / 2; |
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383 | int screeny = (x + y) * Tile.TileSpriteHeight / 2; |
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374 | float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10; |
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375 |
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376 | float depthOffset = 0.7f - ((0 + (0 * Tile.TileWidth)) / maxdepth); |
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377 |
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384 | ||
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378 | batch.Draw( |
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385 | batch.Draw( |
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379 | Tile.TileSetTexture, |
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386 | Tile.TileSetTexture, |
@@ -386,7 +393,7 | |||||
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386 | 0.0f, |
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393 | 0.0f, |
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387 | Vector2.Zero, |
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394 | Vector2.Zero, |
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388 | SpriteEffects.None, |
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395 | SpriteEffects.None, |
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389 |
depth |
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396 | depth); |
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390 | } |
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397 | } |
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391 |
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398 | ||
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392 | protected override void Draw(GameTime gameTime) |
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399 | protected override void Draw(GameTime gameTime) |
@@ -548,7 +555,7 | |||||
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548 | //drawTileAt(0, 0, 22, 1); |
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555 | //drawTileAt(0, 0, 22, 1); |
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549 |
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556 | ||
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550 |
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557 | ||
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551 | drawTileAt((int)this.mouseGrid.X, (int)this.mouseGrid.Y, 2, 1); |
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558 | drawTileAt((int)this.mouseGrid.X, (int)this.mouseGrid.Y, 2, 1, 0.85f); //between tiles and gridlines |
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552 |
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559 | ||
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553 |
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560 | ||
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554 | /* |
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561 | /* |
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