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authorunknown <Philipp@.(none)>2011-08-20 18:02:06 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-09-02 00:22:47 +0200
commitad9ba099aeef6b27cd0843761fa15ebfa3061bf0 (patch)
tree66f10806366e11fd7a85f3a431e6e25c090855c1 /src/textparticle.h
parent5d00678217e5198cb375b4a2214a3e056151bdd9 (diff)
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The draw order of particles is now Y - 16 pixels.
This means that the order point of the sprites relative to the particles is no longer the lowest point of the image but instead a point which is approximately between the feet of the characters. The intent of the latest commits to treat sprites as perpendicular to the ground instead of perpendicular to the view line is retained by this approach. I tested this with various particle effects and it results in exactly the expected behavior. Note that this does NOT fix the current problems on TMW with the snail slime effect, because the TMW content team accidently placed this one 10px in the air. Sorry, garbage in, garbage out. getDrawPixelY was re-renamed to getPixelY to be consistent with getPixelX, while getPixelY was renamed to getDrawOrder, to make its purpose clear. Further, particles are no longer drawn when behind other objects. This is implemented by adding a drawnWhenBehind member function to Actor, which currently returns true for everything except particles and compound- sprites with more than one sub-sprites (the later case is consistent with the previous behavior of them). An exception are text particles which are excempt from this exception and whose drawing order is also biased by 16 pixels south instead of north to make them more visible. Plus some minor changes from Bertram. Reviewed-by: Bertram. Resolves: Mana-Mantis #362.
Diffstat (limited to 'src/textparticle.h')
-rw-r--r--src/textparticle.h11
1 files changed, 9 insertions, 2 deletions
diff --git a/src/textparticle.h b/src/textparticle.h
index 2791cb03..61241308 100644
--- a/src/textparticle.h
+++ b/src/textparticle.h
@@ -37,8 +37,15 @@ class TextParticle : public Particle
virtual bool draw(Graphics *graphics, int offsetX, int offsetY) const;
// hack to improve text visibility
- virtual int getPixelY() const
- { return (int) (mPos.y + mPos.z); }
+ virtual int getDrawOrder() const
+ { return (int) (mPos.y) + 32; }
+
+ /** In contrary to other particles, text particles should not be
+ * obscured by objects, because their information is too
+ * important.
+ */
+ virtual bool drawnWhenBehind() const
+ { return true; }
private:
std::string mText; /**< Text of the particle. */