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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-02-12 16:25:24 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-02-12 22:12:24 +0100
commit6bb16f951b460c6378dbf1b5d39acfd64eb81354 (patch)
tree79af508017e7665cb9e1c624e27b44f5e82230e9
parent9d2f44ee9c2a026d353c00836441f1c47b3dfa33 (diff)
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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
-rw-r--r--src/actorsprite.cpp30
-rw-r--r--src/actorsprite.h2
-rw-r--r--src/map.cpp2
3 files changed, 22 insertions, 12 deletions
diff --git a/src/actorsprite.cpp b/src/actorsprite.cpp
index c71c183d..3b3a83ef 100644
--- a/src/actorsprite.cpp
+++ b/src/actorsprite.cpp
@@ -23,7 +23,6 @@
#include "client.h"
#include "configuration.h"
#include "event.h"
-#include "game.h"
#include "imagesprite.h"
#include "localplayer.h"
#include "log.h"
@@ -67,6 +66,17 @@ ActorSprite::~ActorSprite()
event.trigger(Event::ActorSpriteChannel);
}
+int ActorSprite::getDrawOrder() const
+{
+ int drawOrder = Actor::getDrawOrder();
+
+ // See note at ActorSprite::draw
+ if (mMap)
+ drawOrder += mMap->getTileHeight() / 2;
+
+ return drawOrder;
+}
+
bool ActorSprite::draw(Graphics *graphics, int offsetX, int offsetY) const
{
int px = getPixelX() + offsetX;
@@ -79,11 +89,11 @@ bool ActorSprite::draw(Graphics *graphics, int offsetX, int offsetY) const
mUsedTargetCursor->draw(graphics, px, py);
}
- Map *map = Game::instance() ? Game::instance()->getCurrentMap() : 0;
- if (map)
- {
- py += map->getTileHeight() / 2;
- }
+ // This is makes sure that actors positioned on the center of a tile have
+ // their sprite aligned to the bottom of that tile, mainly to maintain
+ // compatibility with older clients.
+ if (mMap)
+ py += mMap->getTileHeight() / 2;
return drawSpriteAt(graphics, px, py);
}
@@ -111,12 +121,10 @@ void ActorSprite::logic()
}
}
- Map *map = Game::instance() ? Game::instance()->getCurrentMap() : 0;
+ // See note at ActorSprite::draw
float py = mPos.y;
- if (map)
- {
- py += (float)map->getTileHeight() / 2;
- }
+ if (mMap)
+ py += mMap->getTileHeight() / 2;
// Update particle effects
mChildParticleEffects.moveTo(mPos.x, py);
diff --git a/src/actorsprite.h b/src/actorsprite.h
index cb9ea851..ab327e16 100644
--- a/src/actorsprite.h
+++ b/src/actorsprite.h
@@ -75,6 +75,8 @@ public:
*/
virtual Type getType() const { return UNKNOWN; }
+ virtual int getDrawOrder() const;
+
virtual bool draw(Graphics *graphics, int offsetX, int offsetY) const;
virtual bool drawSpriteAt(Graphics *graphics, int x, int y) const;
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);