Description:
Fix cursor overlay.
Commit status:
[Not Reviewed]
References:
Comments:
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r13:3fb0a1931f0a -

@@ -23,7 +23,7
23 23 private Song music;
24 24 private SpriteFont font;
25 25
26 private Camera camera = new Camera(new float[] {0.25f, 0.5f, 1.0f, 2.0f, 4.0f });
26 private Camera camera = new Camera(new float[] { 0.25f, 0.5f, 1.0f, 2.0f, 4.0f });
27 27
28 28 Random random_generator = new Random();
29 29
@@ -160,14 +160,14
160 160 }
161 161
162 162 Vector2 calculateMousegrid(Vector2 normalizedMousePos)
163 {
163 {
164 164
165 165 //int gridx = (int)(normalizedMousePos.X / Tile.TileSpriteWidth);
166 166 //int gridy = (int)(normalizedMousePos.Y / Tile.TileSpriteHeight);
167 167 Vector2 adjust = new Vector2(Tile.TileSpriteWidth / 2, Tile.TileSpriteHeight);
168 168 Vector2 adjustedMousePos = normalizedMousePos - adjust;
169 169
170 float boardx = ((adjustedMousePos.X/ Tile.TileSpriteWidth) + (adjustedMousePos.Y / Tile.TileSpriteHeight));
170 float boardx = ((adjustedMousePos.X / Tile.TileSpriteWidth) + (adjustedMousePos.Y / Tile.TileSpriteHeight));
171 171 float boardy = ((adjustedMousePos.Y / Tile.TileSpriteHeight) - (adjustedMousePos.X / Tile.TileSpriteWidth));
172 172
173 173
@@ -238,21 +238,21
238 238 }
239 239
240 240
241 if (keyboardCur.IsKeyDown(Keys.Down) )
241 if (keyboardCur.IsKeyDown(Keys.Down))
242 242 {
243 243 this.camera.Move(new Vector2(0, -2));
244 244 }
245 else if (keyboardCur.IsKeyDown(Keys.Up) )
246 {
245 else if (keyboardCur.IsKeyDown(Keys.Up))
246 {
247 247 this.camera.Move(new Vector2(0, 2));
248 248
249 249 }
250 else if (keyboardCur.IsKeyDown(Keys.Left) )
250 else if (keyboardCur.IsKeyDown(Keys.Left))
251 251 {
252 252 this.camera.Move(new Vector2(-2, 0));
253 253
254 254 }
255 else if (keyboardCur.IsKeyDown(Keys.Right) )
255 else if (keyboardCur.IsKeyDown(Keys.Right))
256 256 {
257 257 this.camera.Move(new Vector2(2, 0));
258 258
@@ -299,13 +299,13
299 299 {
300 300 this.camera.Move(new Vector2(0, -4));
301 301 }
302 else if (MathUtils.Between(mouseCur.Y , (FNAGame.height - 50), FNAGame.height))
302 else if (MathUtils.Between(mouseCur.Y, (FNAGame.height - 50), FNAGame.height))
303 303 {
304 304 this.camera.Move(new Vector2(0, 4));
305 305 }
306 306
307 307
308
308
309 309
310 310 this.original_point = Vector2.Transform(new Vector2(mouseCur.X, mouseCur.Y), Matrix.Invert(camera.get_transformation(GraphicsDevice)));
311 311
@@ -333,7 +333,17
333 333
334 334 }
335 335
336
336 337 protected void drawTileAt(int x, int y, int tileIndex, int height)
338 {
339 float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10;
340
341 float depthOffset = 0.7f - ((0 + (0 * Tile.TileWidth)) / maxdepth);
342
343 drawTileAt(x, y, tileIndex, height, depthOffset);
344 }
345
346 protected void drawTileAt(int x, int y, int tileIndex, int height, float depth)
337 347 {
338 348 /*
339 349 Vector2 firstSquare = Vector2.Zero;
@@ -371,9 +381,6
371 381
372 382 int screenx = (x - y) * Tile.TileSpriteWidth / 2;
373 383 int screeny = (x + y) * Tile.TileSpriteHeight / 2;
374 float maxdepth = ((this.squaresAcross + 1) + ((this.squaresDown + 1) * Tile.TileWidth)) * 10;
375
376 float depthOffset = 0.7f - ((0 + (0 * Tile.TileWidth)) / maxdepth);
377 384
378 385 batch.Draw(
379 386 Tile.TileSetTexture,
@@ -386,7 +393,7
386 393 0.0f,
387 394 Vector2.Zero,
388 395 SpriteEffects.None,
389 depthOffset);
396 depth);
390 397 }
391 398
392 399 protected override void Draw(GameTime gameTime)
@@ -548,7 +555,7
548 555 //drawTileAt(0, 0, 22, 1);
549 556
550 557
551 drawTileAt((int)this.mouseGrid.X, (int)this.mouseGrid.Y, 2, 1);
558 drawTileAt((int)this.mouseGrid.X, (int)this.mouseGrid.Y, 2, 1, 0.85f); //between tiles and gridlines
552 559
553 560
554 561 /*
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