diff options
author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-02-12 16:25:24 +0100 |
---|---|---|
committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2012-02-12 22:12:24 +0100 |
commit | 6bb16f951b460c6378dbf1b5d39acfd64eb81354 (patch) | |
tree | 79af508017e7665cb9e1c624e27b44f5e82230e9 /src/map.cpp | |
parent | 9d2f44ee9c2a026d353c00836441f1c47b3dfa33 (diff) | |
download | mana-6bb16f951b460c6378dbf1b5d39acfd64eb81354.tar.gz mana-6bb16f951b460c6378dbf1b5d39acfd64eb81354.tar.bz2 mana-6bb16f951b460c6378dbf1b5d39acfd64eb81354.tar.xz mana-6bb16f951b460c6378dbf1b5d39acfd64eb81354.zip |
Fixes to actor drawing order
On the fringe layer, actors are drawn 'sorted' together with the tiles. When
the sorting order was separated from the actual Y position of the actor, the
tile drawing loop was not adapted to take this drawOrder into account rather
than the plain Y position.
Also, ActorSprite::draw was applying a half-tile offset to position the sprite
at the bottom while the logical position of the actor is at the center of the
tile. However, it failed to override getDrawOrder to account for this offset,
causing actors to get drawn earlier than they should (and thus being overlapped
by fringe layer tiles when they actually shouldn't).
This fixes drawing glitches with the paths around Hurnscald and reduces the
glitches when walking up/down through grass.
Reviewed-by: Erik Schilling
Diffstat (limited to 'src/map.cpp')
-rw-r--r-- | src/map.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/map.cpp b/src/map.cpp index 89bcf061..8c748bbc 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -150,7 +150,7 @@ void MapLayer::draw(Graphics *graphics, // tiles have been drawn if (mIsFringeLayer) { - while (ai != actors.end() && (*ai)->getPixelY() + while (ai != actors.end() && (*ai)->getDrawOrder() <= y * mMap->getTileHeight()) { (*ai)->draw(graphics, -scrollX, -scrollY); |