Description:
Fix some layering issues.
Commit status:
[Not Reviewed]
References:
Diff options:
Comments:
0 Commit comments
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Unresolved TODOs:
There are no unresolved TODOs
@@ -588,7 +588,7 | |||||
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588 | new Vector2((this.squaresAcross - (y)) * Tile.TileSpriteWidth / 2, |
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588 | new Vector2((this.squaresAcross - (y)) * Tile.TileSpriteWidth / 2, |
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589 | (this.squaresAcross + (y)) * Tile.TileSpriteHeight / 2) + adjust, |
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589 | (this.squaresAcross + (y)) * Tile.TileSpriteHeight / 2) + adjust, |
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590 |
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590 | ||
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591 | Color.White, 0.8f); |
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591 | Color.White, 0.81f);//Just below the highlighted square and areas |
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592 |
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592 | ||
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593 | } |
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593 | } |
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594 |
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594 | ||
@@ -601,7 +601,7 | |||||
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601 | new Vector2(((x - 0) * Tile.TileSpriteWidth / 2), (x + 0) * Tile.TileSpriteHeight / 2) + adjust, |
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601 | new Vector2(((x - 0) * Tile.TileSpriteWidth / 2), (x + 0) * Tile.TileSpriteHeight / 2) + adjust, |
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602 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), |
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602 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), |
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603 | new Vector2((x - this.squaresDown) * Tile.TileSpriteWidth / 2, (x + this.squaresDown) * Tile.TileSpriteHeight / 2) + adjust, |
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603 | new Vector2((x - this.squaresDown) * Tile.TileSpriteWidth / 2, (x + this.squaresDown) * Tile.TileSpriteHeight / 2) + adjust, |
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604 | Color.White, 0.8f); |
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604 | Color.White, 0.81f); |
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605 |
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605 | ||
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606 | } |
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606 | } |
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607 | } |
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607 | } |
@@ -731,9 +731,11 | |||||
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731 | } |
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731 | } |
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732 | #endregion draw_trees |
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732 | #endregion draw_trees |
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733 |
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733 | ||
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734 | #if DEBUG | ||
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734 | drawTileAt(2, 2, 140, 2); |
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735 | drawTileAt(2, 2, 140, 2); |
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735 | drawTileAt(1, 1, 140, 2); |
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736 | drawTileAt(1, 1, 140, 2); |
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736 | drawTileAt(3, 2, 140, 2); |
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737 | drawTileAt(3, 2, 140, 2); |
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738 | #endif | ||
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737 |
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739 | ||
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738 | _imGuiRenderer.BeforeLayout(gameTime); |
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740 | _imGuiRenderer.BeforeLayout(gameTime); |
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739 | World.Draw(); |
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741 | World.Draw(); |
@@ -162,7 +162,7 | |||||
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162 | new Vector2(((edge.Start.X - edge.Start.Y) * Tile.TileSpriteWidth / 2), (edge.Start.X + edge.Start.Y) * Tile.TileSpriteHeight / 2) + adjust2, |
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162 | new Vector2(((edge.Start.X - edge.Start.Y) * Tile.TileSpriteWidth / 2), (edge.Start.X + edge.Start.Y) * Tile.TileSpriteHeight / 2) + adjust2, |
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163 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), |
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163 | //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight), |
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164 | new Vector2(((edge.End.X - edge.End.Y) * Tile.TileSpriteWidth / 2), (edge.End.X + edge.End.Y) * Tile.TileSpriteHeight / 2) + adjust2, |
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164 | new Vector2(((edge.End.X - edge.End.Y) * Tile.TileSpriteWidth / 2), (edge.End.X + edge.End.Y) * Tile.TileSpriteHeight / 2) + adjust2, |
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165 |
color, 0. |
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165 | color, 0.80f); //Just behind the default |
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166 | } |
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166 | } |
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167 |
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167 | ||
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168 | public static void drawEdges(SpriteBatch batch, Edge[] edges, Color color) { |
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168 | public static void drawEdges(SpriteBatch batch, Edge[] edges, Color color) { |
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