Specify sprite positions as center pos + offset. Fixes #3611.

This commit is contained in:
Paul Chote
2013-08-01 21:10:33 +12:00
parent 8f5a1333d2
commit cdef41adb4
5 changed files with 34 additions and 18 deletions

View File

@@ -38,20 +38,20 @@ namespace OpenRA.Graphics
int CurrentFrame { get { return backwards ? CurrentSequence.Start + CurrentSequence.Length - frame - 1 : frame; } }
public Sprite Image { get { return CurrentSequence.GetSprite(CurrentFrame, facingFunc()); } }
public IEnumerable<IRenderable> Render(WPos pos, int zOffset, PaletteReference palette, float scale)
public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale)
{
if (CurrentSequence.ShadowStart >= 0)
{
var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc());
yield return new SpriteRenderable(shadow, pos, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
yield return new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale);
}
yield return new SpriteRenderable(Image, pos, CurrentSequence.ZOffset + zOffset, palette, scale);
yield return new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale);
}
public IEnumerable<IRenderable> Render(WPos pos, PaletteReference palette)
{
return Render(pos, 0, palette, 1f);
return Render(pos, WVec.Zero, 0, palette, 1f);
}
public void Play(string sequenceName)