character: apply spritesheet offset after scaling and rotating

I'm not 100% sure yet, but I think this makes more sense.
This commit is contained in:
Sebastian Krzyszkowiak 2018-08-04 03:21:55 +02:00
parent 7bde25fe84
commit 0c5fee3cbb
No known key found for this signature in database
GPG key ID: E8F235CF3BDBC3FF

View file

@ -510,11 +510,12 @@ SYMBOL_EXPORT ALLEGRO_TRANSFORM GetCharacterTransform(struct Game* game, struct
al_scale_transform(&transform, ((character->flipX ^ character->spritesheet->flipX ^ character->frame->flipX) ? -1 : 1), ((character->flipY ^ character->spritesheet->flipY ^ character->frame->flipY) ? -1 : 1)); // flipping; FIXME: should it be here or later? al_scale_transform(&transform, ((character->flipX ^ character->spritesheet->flipX ^ character->frame->flipX) ? -1 : 1), ((character->flipY ^ character->spritesheet->flipY ^ character->frame->flipY) ? -1 : 1)); // flipping; FIXME: should it be here or later?
al_translate_transform(&transform, w / 2.0, h / 2.0); al_translate_transform(&transform, w / 2.0, h / 2.0);
al_translate_transform(&transform, character->spritesheet->offsetX + character->spritesheet->frames[character->pos].x, character->spritesheet->offsetY + character->spritesheet->frames[character->pos].y); // spritesheet frame offset al_translate_transform(&transform, character->spritesheet->frames[character->pos].x, character->spritesheet->frames[character->pos].y); // spritesheet frame offset
al_translate_transform(&transform, -w * character->spritesheet->pivotX, -h * character->spritesheet->pivotY); // pivot al_translate_transform(&transform, -w * character->spritesheet->pivotX, -h * character->spritesheet->pivotY); // pivot
al_scale_transform(&transform, character->scaleX, character->scaleY); al_scale_transform(&transform, character->scaleX, character->scaleY);
al_rotate_transform(&transform, character->angle); al_rotate_transform(&transform, character->angle);
al_translate_transform(&transform, character->spritesheet->offsetX, character->spritesheet->offsetY); // spritesheet offset
al_translate_transform(&transform, GetCharacterX(game, character), GetCharacterY(game, character)); // position al_translate_transform(&transform, GetCharacterX(game, character), GetCharacterY(game, character)); // position
if (character->parent) { if (character->parent) {