Fix sprite overlap outside the map border.

This commit is contained in:
Paul Chote
2014-07-01 00:24:26 +12:00
parent 96c9de2b96
commit 0d625b6af6
3 changed files with 22 additions and 5 deletions

View File

@@ -139,10 +139,9 @@ namespace OpenRA.Graphics
get
{
// Visible rectangle in world coordinates (expanded to the corners of the cells)
// Expand the cordon by an additional cell to account for staggered rows on diamond cell grids.
var map = worldRenderer.world.Map;
var ctl = map.CenterOfCell(VisibleCells.TopLeft) - new WVec(1536, 1536, 0);
var cbr = map.CenterOfCell(VisibleCells.BottomRight) + new WVec(1535, 1535, 0);
var ctl = map.CenterOfCell(VisibleCells.TopLeft) - new WVec(512, 512, 0);
var cbr = map.CenterOfCell(VisibleCells.BottomRight) + new WVec(512, 512, 0);
// Convert to screen coordinates
var tl = WorldToViewPx(worldRenderer.ScreenPxPosition(ctl)).Clamp(ScreenClip);

View File

@@ -40,6 +40,16 @@ namespace OpenRA
mapBottomRight = Map.CellToMap(shape, BottomRight);
}
/// <summary>Expand the specified region with an additional cordon. This may expand the region outside the map borders.</summary>
public static CellRegion Expand(CellRegion region, int cordon)
{
var offset = new CVec(cordon, cordon);
var tl = Map.MapToCell(region.shape, Map.CellToMap(region.shape, region.TopLeft) - offset);
var br = Map.MapToCell(region.shape, Map.CellToMap(region.shape, region.BottomRight) + offset);
return new CellRegion(region.shape, tl, br);
}
public bool Contains(CPos cell)
{
var uv = Map.CellToMap(shape, cell);

View File

@@ -197,11 +197,19 @@ namespace OpenRA.Mods.RA
public void WorldLoaded(World w, WorldRenderer wr)
{
// Initialize tile cache
foreach (var cell in map.Cells)
// Adds a 1-cell border around the border to cover any sprites peeking outside the map
foreach (var cell in CellRegion.Expand(w.Map.Cells, 1))
{
var screen = wr.ScreenPosition(w.Map.CenterOfCell(cell));
var variant = Game.CosmeticRandom.Next(info.ShroudVariants.Length);
tiles[cell] = new ShroudTile(cell, screen, variant);
// Set the cells outside the border so they don't need to be touched again
if (!map.Contains(cell))
{
var index = info.UseExtendedIndex ? 240 : 15;
tiles[cell].Shroud = shroudSprites[variant * variantStride + spriteMap[index]];
}
}
fogPalette = wr.Palette(info.FogPalette);
@@ -253,7 +261,7 @@ namespace OpenRA.Mods.RA
{
Update(shroud);
foreach (var cell in wr.Viewport.VisibleCells)
foreach (var cell in CellRegion.Expand(wr.Viewport.VisibleCells, 1))
{
var t = tiles[cell];