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

@@ -186,6 +186,7
186 186 - Trees jump around when pressing show/hide grid @done(2022-01-23)
187 187 - Grids sometimes overlap trees, including area overlays
188 188 - Trees sometimes overlap each other @done(2022-01-23)
189 - Area overlays overlap trees @done(2022-01-24)
189 190 - Sometimes framerate jumps to 180-200 fps. (Better than reverse, but kinda weird)
190 191 - Graphics don't adjust for the resolution
191 192 - Scroll area @done(2021-06-23)
@@ -43,6 +43,7
43 43 private MouseState mousePrev = new MouseState();
44 44
45 45 private SpriteBatch batch;
46 private SpriteBatch tileBatch;
46 47 #if DEBUG
47 48 private SoundEffect sound;
48 49 #endif
@@ -188,7 +189,8
188 189 protected override void LoadContent()
189 190 {
190 191 // Create the batch...
191 batch = new SpriteBatch(GraphicsDevice);
192 this.batch = new SpriteBatch(GraphicsDevice);
193 this.tileBatch = new SpriteBatch(GraphicsDevice);
192 194
193 195 #if DEBUG
194 196 sound = Content.Load<SoundEffect>("FNASound");
@@ -288,7 +290,7
288 290 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);
292 294 WorldBuilder.AddGeneralRenderer(new ImGuiWindowRenderer(this, this.simulation, this.imGuiWindowBridgeEngine, this.gdm), 2);
293 295 var contractWindow = WorldBuilder.CreateEntity();
294 296 WorldBuilder.SetComponent(contractWindow, new VisibilityComponent { visible = false });
@@ -527,7 +529,7
527 529
528 530 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,
686 688 BlendState.AlphaBlend,
687 689 null,
688 690 null,
@@ -702,29 +704,29
702 704 if (MathUtils.Between(this.mouseGrid.X, 0, this.simulation.map.MapWidth)
703 705 && 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
708 710 #if DEBUG
709 Tile.OutlineSquare(batch, 1, 1, Color.Red, 2);
710 Tile.OutlineSquare(batch, 3, 1, Color.Blue, 2);
711 Tile.OutlineSquare(batch, 5, 1, Color.Green, 2);
712 Tile.OutlineSquare(batch, 7, 1, Color.Orange, 2);
713 Tile.OutlineSquare(batch, 9, 1, Color.Orange, 3);
711 Tile.OutlineSquare(tileBatch, 1, 1, Color.Red, 2);
712 Tile.OutlineSquare(tileBatch, 3, 1, Color.Blue, 2);
713 Tile.OutlineSquare(tileBatch, 5, 1, Color.Green, 2);
714 Tile.OutlineSquare(tileBatch, 7, 1, Color.Orange, 2);
715 Tile.OutlineSquare(tileBatch, 9, 1, Color.Orange, 3);
714 716
715 717 //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),
717 719 new Vector2(21, 2), new Vector2(19, 3), new Vector2(20, 3), new Vector2(21, 3)
718 720 }, Color.Purple);
719 721
720 Quad.FillSquare2(batch, 7, 4, Color.Orange, 1.0f, 0.79f);
721 Quad.FillSquare2(batch, 7, 3, Color.Yellow, 1.0f, 0.79f);
722 Quad.FillSquare2(batch, 7, 5, Color.Yellow, .5f, 0.79f);
723 Quad.FillSquare2(batch, 7, 6, Color.Yellow, .25f, 0.79f);
724 Quad.FillSquare2(batch, 7, 7, Color.Yellow, .125f, 0.79f);
725 Quad.FillSquare2(batch, 8, 5, Color.Teal, .5f, 0.79f);
726 Quad.FillSquare2(batch, 8, 6, Color.Teal, .25f, 0.79f);
727 Quad.FillSquare2(batch, 8, 7, Color.Teal, .125f, 0.79f);
722 Quad.FillSquare2(tileBatch, 7, 4, Color.Orange, 1.0f, 0.79f);
723 Quad.FillSquare2(tileBatch, 7, 3, Color.Yellow, 1.0f, 0.79f);
724 Quad.FillSquare2(tileBatch, 7, 5, Color.Yellow, .5f, 0.79f);
725 Quad.FillSquare2(tileBatch, 7, 6, Color.Yellow, .25f, 0.79f);
726 Quad.FillSquare2(tileBatch, 7, 7, Color.Yellow, .125f, 0.79f);
727 Quad.FillSquare2(tileBatch, 8, 5, Color.Teal, .5f, 0.79f);
728 Quad.FillSquare2(tileBatch, 8, 6, Color.Teal, .25f, 0.79f);
729 Quad.FillSquare2(tileBatch, 8, 7, Color.Teal, .125f, 0.79f);
728 730 #endif
729 731
730 732 #endregion draw_cursor
@@ -773,7 +775,7
773 775
774 776 World.Draw();
775 777 // _imGuiRenderer.AfterLayout();
776 batch.End();
778 tileBatch.End();
777 779
778 780 #region draw_header
779 781 batch.Begin(SpriteSortMode.BackToFront,
@@ -38,7 +38,7
38 38 )
39 39 {
40 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 44 var selected = GetComponent<SelectedComponent>(entity).selected;
@@ -49,9 +49,9
49 49 )
50 50 {
51 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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