diff --git a/OpenRa.Game/Chrome.cs b/OpenRa.Game/Chrome.cs index 7c775fd7a2..10513861fb 100644 --- a/OpenRa.Game/Chrome.cs +++ b/OpenRa.Game/Chrome.cs @@ -238,9 +238,9 @@ namespace OpenRa.Game while(Math.Max(Game.LocalPlayer.PowerProvided, Game.LocalPlayer.PowerDrained) >= scale) scale *= 2; //draw bar - var powerTopY = bottom.Y + (top.Y - bottom.Y) * (Game.LocalPlayer.PowerProvided / (float)scale); + var powerTopY = bottom.Y + (top.Y - bottom.Y) * (Game.LocalPlayer.PowerProvided / (float)scale) - Game.viewport.Location.Y; lastPowerProvidedPos = float2.Lerp(lastPowerProvidedPos.GetValueOrDefault(powerTopY), powerTopY, .3f); - float2 powerTop = new float2(bottom.X, lastPowerProvidedPos.Value); + float2 powerTop = new float2(bottom.X, lastPowerProvidedPos.Value + Game.viewport.Location.Y); var color = Color.LimeGreen; if (Game.LocalPlayer.GetPowerState() == PowerState.Low) @@ -257,10 +257,10 @@ namespace OpenRa.Game lineRenderer.Flush(); - var drainedPositionY = bottom.Y + (top.Y - bottom.Y)*(Game.LocalPlayer.PowerDrained/(float) scale) - powerIndicatorSprite.size.Y /2; + var drainedPositionY = bottom.Y + (top.Y - bottom.Y)*(Game.LocalPlayer.PowerDrained/(float) scale) - powerIndicatorSprite.size.Y /2 - Game.viewport.Location.Y; lastPowerDrainedPos = float2.Lerp(lastPowerDrainedPos.GetValueOrDefault(drainedPositionY), drainedPositionY, .3f); //draw indicator - float2 drainedPosition = new float2(bottom.X + 2, lastPowerDrainedPos.Value); + float2 drainedPosition = new float2(bottom.X + 2, lastPowerDrainedPos.Value + Game.viewport.Location.Y); buildPaletteRenderer.DrawSprite(powerIndicatorSprite, drainedPosition, PaletteType.Chrome); buildPaletteRenderer.Flush();