Description:
Fix some layering issues.
Commit status:
[Not Reviewed]
References:
Comments:
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r199:a5da20f32cc0 -

@@ -588,7 +588,7
588 588 new Vector2((this.squaresAcross - (y)) * Tile.TileSpriteWidth / 2,
589 589 (this.squaresAcross + (y)) * Tile.TileSpriteHeight / 2) + adjust,
590 590
591 Color.White, 0.8f);
591 Color.White, 0.81f);//Just below the highlighted square and areas
592 592
593 593 }
594 594
@@ -601,7 +601,7
601 601 new Vector2(((x - 0) * Tile.TileSpriteWidth / 2), (x + 0) * Tile.TileSpriteHeight / 2) + adjust,
602 602 //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight),
603 603 new Vector2((x - this.squaresDown) * Tile.TileSpriteWidth / 2, (x + this.squaresDown) * Tile.TileSpriteHeight / 2) + adjust,
604 Color.White, 0.8f);
604 Color.White, 0.81f);
605 605
606 606 }
607 607 }
@@ -731,9 +731,11
731 731 }
732 732 #endregion draw_trees
733 733
734 #if DEBUG
734 735 drawTileAt(2, 2, 140, 2);
735 736 drawTileAt(1, 1, 140, 2);
736 737 drawTileAt(3, 2, 140, 2);
738 #endif
737 739
738 740 _imGuiRenderer.BeforeLayout(gameTime);
739 741 World.Draw();
@@ -162,7 +162,7
162 162 new Vector2(((edge.Start.X - edge.Start.Y) * Tile.TileSpriteWidth / 2), (edge.Start.X + edge.Start.Y) * Tile.TileSpriteHeight / 2) + adjust2,
163 163 //new Vector2(this.squaresAcross * Tile.TileSpriteWidth, (y+1) * Tile.TileSpriteHeight),
164 164 new Vector2(((edge.End.X - edge.End.Y) * Tile.TileSpriteWidth / 2), (edge.End.X + edge.End.Y) * Tile.TileSpriteHeight / 2) + adjust2,
165 color, 0.79f);
165 color, 0.80f); //Just behind the default
166 166 }
167 167
168 168 public static void drawEdges(SpriteBatch batch, Edge[] edges, Color color) {
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