Description:
Temporary fix for overlap issue.
Commit status:
[Not Reviewed]
References:
Comments:
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r527:d1e3ff2cd3a0 -

@@ -186,6 +186,7
186 - Trees jump around when pressing show/hide grid @done(2022-01-23)
186 - Trees jump around when pressing show/hide grid @done(2022-01-23)
187 - Grids sometimes overlap trees, including area overlays
187 - Grids sometimes overlap trees, including area overlays
188 - Trees sometimes overlap each other @done(2022-01-23)
188 - Trees sometimes overlap each other @done(2022-01-23)
189 - Area overlays overlap trees @done(2022-01-24)
189 - Sometimes framerate jumps to 180-200 fps. (Better than reverse, but kinda weird)
190 - Sometimes framerate jumps to 180-200 fps. (Better than reverse, but kinda weird)
190 - Graphics don't adjust for the resolution
191 - Graphics don't adjust for the resolution
191 - Scroll area @done(2021-06-23)
192 - Scroll area @done(2021-06-23)
@@ -43,6 +43,7
43 private MouseState mousePrev = new MouseState();
43 private MouseState mousePrev = new MouseState();
44
44
45 private SpriteBatch batch;
45 private SpriteBatch batch;
46 private SpriteBatch tileBatch;
46 #if DEBUG
47 #if DEBUG
47 private SoundEffect sound;
48 private SoundEffect sound;
48 #endif
49 #endif
@@ -188,7 +189,8
188 protected override void LoadContent()
189 protected override void LoadContent()
189 {
190 {
190 // Create the batch...
191 // Create the batch...
191 batch = new SpriteBatch(GraphicsDevice);
192 this.batch = new SpriteBatch(GraphicsDevice);
193 this.tileBatch = new SpriteBatch(GraphicsDevice);
192
194
193 #if DEBUG
195 #if DEBUG
194 sound = Content.Load<SoundEffect>("FNASound");
196 sound = Content.Load<SoundEffect>("FNASound");
@@ -288,7 +290,7
288 WorldBuilder.AddEngine(new SimulationGameRateBridgeEngine(this.simulation));
290 WorldBuilder.AddEngine(new SimulationGameRateBridgeEngine(this.simulation));
289
291
290
292
291 WorldBuilder.AddGeneralRenderer(new AreaRenderer(this.batch, this.monoFont), 1);
293 WorldBuilder.AddGeneralRenderer(new AreaRenderer(this.tileBatch, this.monoFont), 1);
292 WorldBuilder.AddGeneralRenderer(new ImGuiWindowRenderer(this, this.simulation, this.imGuiWindowBridgeEngine, this.gdm), 2);
294 WorldBuilder.AddGeneralRenderer(new ImGuiWindowRenderer(this, this.simulation, this.imGuiWindowBridgeEngine, this.gdm), 2);
293 var contractWindow = WorldBuilder.CreateEntity();
295 var contractWindow = WorldBuilder.CreateEntity();
294 WorldBuilder.SetComponent(contractWindow, new VisibilityComponent { visible = false });
296 WorldBuilder.SetComponent(contractWindow, new VisibilityComponent { visible = false });
@@ -527,7 +529,7
527
529
528 float depthOffset = 0.7f - ((x + (y * Tile.TileWidth)) / maxdepth);
530 float depthOffset = 0.7f - ((x + (y * Tile.TileWidth)) / maxdepth);
529
531
530 Tile.drawTileAt(this.batch, x, y, tileIndex, height, depthOffset);
532 Tile.drawTileAt(this.tileBatch, x, y, tileIndex, height, depthOffset);
531 }
533 }
532
534
533
535
@@ -682,7 +684,7
682
684
683 }
685 }
684 */
686 */
685 batch.Begin(SpriteSortMode.BackToFront,
687 tileBatch.Begin(SpriteSortMode.BackToFront,
686 BlendState.AlphaBlend,
688 BlendState.AlphaBlend,
687 null,
689 null,
688 null,
690 null,
@@ -702,29 +704,29
702 if (MathUtils.Between(this.mouseGrid.X, 0, this.simulation.map.MapWidth)
704 if (MathUtils.Between(this.mouseGrid.X, 0, this.simulation.map.MapWidth)
703 && MathUtils.Between(this.mouseGrid.Y, 0, this.simulation.map.MapHeight))
705 && MathUtils.Between(this.mouseGrid.Y, 0, this.simulation.map.MapHeight))
704 {
706 {
705 Tile.OutlineSquare(batch, this.mouseGrid.X, this.mouseGrid.Y, Color.Yellow, 1);
707 Tile.OutlineSquare(tileBatch, this.mouseGrid.X, this.mouseGrid.Y, Color.Yellow, 1);
706 }
708 }
707
709
708 #if DEBUG
710 #if DEBUG
709 Tile.OutlineSquare(batch, 1, 1, Color.Red, 2);
711 Tile.OutlineSquare(tileBatch, 1, 1, Color.Red, 2);
710 Tile.OutlineSquare(batch, 3, 1, Color.Blue, 2);
712 Tile.OutlineSquare(tileBatch, 3, 1, Color.Blue, 2);
711 Tile.OutlineSquare(batch, 5, 1, Color.Green, 2);
713 Tile.OutlineSquare(tileBatch, 5, 1, Color.Green, 2);
712 Tile.OutlineSquare(batch, 7, 1, Color.Orange, 2);
714 Tile.OutlineSquare(tileBatch, 7, 1, Color.Orange, 2);
713 Tile.OutlineSquare(batch, 9, 1, Color.Orange, 3);
715 Tile.OutlineSquare(tileBatch, 9, 1, Color.Orange, 3);
714
716
715 //donut
717 //donut
716 Tile.DrawOutlinedSquares(batch, new Vector2[] {new Vector2(19, 1), new Vector2(19, 2), new Vector2(20, 1), new Vector2(21, 1),
718 Tile.DrawOutlinedSquares(tileBatch, new Vector2[] {new Vector2(19, 1), new Vector2(19, 2), new Vector2(20, 1), new Vector2(21, 1),
717 new Vector2(21, 2), new Vector2(19, 3), new Vector2(20, 3), new Vector2(21, 3)
719 new Vector2(21, 2), new Vector2(19, 3), new Vector2(20, 3), new Vector2(21, 3)
718 }, Color.Purple);
720 }, Color.Purple);
719
721
720 Quad.FillSquare2(batch, 7, 4, Color.Orange, 1.0f, 0.79f);
722 Quad.FillSquare2(tileBatch, 7, 4, Color.Orange, 1.0f, 0.79f);
721 Quad.FillSquare2(batch, 7, 3, Color.Yellow, 1.0f, 0.79f);
723 Quad.FillSquare2(tileBatch, 7, 3, Color.Yellow, 1.0f, 0.79f);
722 Quad.FillSquare2(batch, 7, 5, Color.Yellow, .5f, 0.79f);
724 Quad.FillSquare2(tileBatch, 7, 5, Color.Yellow, .5f, 0.79f);
723 Quad.FillSquare2(batch, 7, 6, Color.Yellow, .25f, 0.79f);
725 Quad.FillSquare2(tileBatch, 7, 6, Color.Yellow, .25f, 0.79f);
724 Quad.FillSquare2(batch, 7, 7, Color.Yellow, .125f, 0.79f);
726 Quad.FillSquare2(tileBatch, 7, 7, Color.Yellow, .125f, 0.79f);
725 Quad.FillSquare2(batch, 8, 5, Color.Teal, .5f, 0.79f);
727 Quad.FillSquare2(tileBatch, 8, 5, Color.Teal, .5f, 0.79f);
726 Quad.FillSquare2(batch, 8, 6, Color.Teal, .25f, 0.79f);
728 Quad.FillSquare2(tileBatch, 8, 6, Color.Teal, .25f, 0.79f);
727 Quad.FillSquare2(batch, 8, 7, Color.Teal, .125f, 0.79f);
729 Quad.FillSquare2(tileBatch, 8, 7, Color.Teal, .125f, 0.79f);
728 #endif
730 #endif
729
731
730 #endregion draw_cursor
732 #endregion draw_cursor
@@ -773,7 +775,7
773
775
774 World.Draw();
776 World.Draw();
775 // _imGuiRenderer.AfterLayout();
777 // _imGuiRenderer.AfterLayout();
776 batch.End();
778 tileBatch.End();
777
779
778 #region draw_header
780 #region draw_header
779 batch.Begin(SpriteSortMode.BackToFront,
781 batch.Begin(SpriteSortMode.BackToFront,
@@ -38,7 +38,7
38 )
38 )
39 {
39 {
40 Tile.DrawOutlinedSquares(batch, areaComponent.squares, Color.Teal);
40 Tile.DrawOutlinedSquares(batch, areaComponent.squares, Color.Teal);
41 Quad.FillSquares(batch, areaComponent.squares, Color.Teal, 0.5f, 0.79f);
41 Quad.FillSquares(batch, areaComponent.squares, Color.Teal, 0.5f, 0.99f);
42 }
42 }
43
43
44 var selected = GetComponent<SelectedComponent>(entity).selected;
44 var selected = GetComponent<SelectedComponent>(entity).selected;
@@ -49,9 +49,9
49 )
49 )
50 {
50 {
51 Tile.DrawOutlinedSquares(batch, areaComponent.squares, Color.Teal);
51 Tile.DrawOutlinedSquares(batch, areaComponent.squares, Color.Teal);
52 Quad.FillSquares(batch, areaComponent.squares, Color.Gray, 0.5f, 0.80f);
52 Quad.FillSquares(batch, areaComponent.squares, Color.Gray, 0.5f, 0.98f);
53 }
53 }
54 }
54 }
55 }
55 }
56 }
56 }
57 } No newline at end of file
57 }
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