fix right edge grid rendering
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4 changed files with 10 additions and 8 deletions
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@ -7,8 +7,9 @@ Game store page: https://crispypin.itch.io/marble-machinations
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### fixed
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- input bytes are consumed even if the marble can't be created because another one was taking its place
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- crash when saving config if no user dir exists
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- keybindings activated even when typing in a text field, making especially renaming blueprints difficult
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- grid rendering broken on right edge of the screen at some zoom levels and window sizes
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- crash when saving config if no user dir exists
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- after removing a binding that was a superset of another, the remaining one did not stop being blocked by the removed ones additional modifiers until another binding was added or edited
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## v0.3.2 - 2025-04-14
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@ -10,7 +10,6 @@ logic mostly like https://git.crispypin.cc/CrispyPin/marble
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- blag post about marble movement logic?
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### bugs
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- Shift+A and A+Shift conflict
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- rigt side grid rendering broken
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### features
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#### 0.3.x
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- more levels
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@ -618,11 +618,13 @@ impl Editor {
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let tile_size = TILE_TEXTURE_SIZE * self.zoom;
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let grid_spill_x = (self.view_offset.x).rem(tile_size) - tile_size;
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let grid_spill_y = (self.view_offset.y).rem(tile_size) - tile_size;
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for y in 0..=(d.get_screen_height() / tile_size as i32) {
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let hlines = d.get_screen_height() / tile_size as i32 + 3;
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let vlines = d.get_screen_width() / tile_size as i32 + 3;
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for y in 0..hlines {
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let y = y * tile_size as i32 + grid_spill_y as i32;
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d.draw_line(0, y, d.get_screen_width(), y, FG_GRID);
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}
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for x in 0..=(d.get_screen_width() / tile_size as i32) {
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for x in 0..vlines {
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let x = x * tile_size as i32 + grid_spill_x as i32;
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d.draw_line(x, 0, x, d.get_screen_height(), FG_GRID);
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}
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@ -289,12 +289,12 @@ impl Grid {
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let tile_size = (TILE_TEXTURE_SIZE * scale) as i32;
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let start_x = (-offset.x as i32) / tile_size - 1;
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let tile_width = d.get_screen_width() / tile_size + 2;
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let tiles_width = d.get_screen_width() / tile_size + 3;
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let start_y = (-offset.y as i32) / tile_size - 1;
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let tile_height = d.get_screen_height() / tile_size + 2;
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let tiles_height = d.get_screen_height() / tile_size + 3;
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for x in start_x..(start_x + tile_width) {
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for y in start_y..(start_y + tile_height) {
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for x in start_x..(start_x + tiles_width) {
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for y in start_y..(start_y + tiles_height) {
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let px = x * tile_size + offset.x as i32;
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let py = y * tile_size + offset.y as i32;
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if let Some(tile) = self.get((x, y).into()) {
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