Fixed render issue with UIGrid / PyTexture: wasn't positioning or scaling properly after fetching sprite
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20f80c4114
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@ -387,7 +387,7 @@ void UIGrid::render(sf::Vector2f)
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int left_spritepixels = center_x - (box.getSize().x / 2.0 / zoom);
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int top_spritepixels = center_y - (box.getSize().y / 2.0 / zoom);
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sprite.setScale(sf::Vector2f(zoom, zoom));
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//sprite.setScale(sf::Vector2f(zoom, zoom));
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sf::RectangleShape r; // for colors and overlays
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r.setSize(sf::Vector2f(ptex->sprite_width * zoom, ptex->sprite_height * zoom));
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r.setOutlineThickness(0);
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@ -414,7 +414,7 @@ void UIGrid::render(sf::Vector2f)
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auto gridpoint = at(std::floor(x), std::floor(y));
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sprite.setPosition(pixel_pos);
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//sprite.setPosition(pixel_pos);
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r.setPosition(pixel_pos);
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r.setFillColor(gridpoint.color);
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@ -424,7 +424,7 @@ void UIGrid::render(sf::Vector2f)
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// if discovered but not visible, set opacity to 90%
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// if not discovered... just don't draw it?
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if (gridpoint.tilesprite != -1) {
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sprite = ptex->sprite(gridpoint.tilesprite); //setSprite(gridpoint.tilesprite);
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sprite = ptex->sprite(gridpoint.tilesprite, pixel_pos, sf::Vector2f(zoom, zoom)); //setSprite(gridpoint.tilesprite);;
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renderTexture.draw(sprite);
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}
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}
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