character: don't include frame offset in character's transform

Fixes handling of subcharacters.
This commit is contained in:
Sebastian Krzyszkowiak 2018-08-05 04:27:26 +02:00
parent 9953d3f171
commit b3a9186c6a
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GPG key ID: E8F235CF3BDBC3FF

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@ -510,7 +510,6 @@ 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->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);
@ -542,7 +541,7 @@ SYMBOL_EXPORT void DrawCharacter(struct Game* game, struct Character* character)
al_unmap_rgba_f(character->frame->tint, &r2, &g2, &b2, &a2); al_unmap_rgba_f(character->frame->tint, &r2, &g2, &b2, &a2);
ALLEGRO_COLOR tint = al_map_rgba_f(r * r2, g * g2, b * b2, a * a2); ALLEGRO_COLOR tint = al_map_rgba_f(r * r2, g * g2, b * b2, a * a2);
al_draw_tinted_bitmap(character->frame->bitmap, tint, 0, 0, 0); al_draw_tinted_bitmap(character->frame->bitmap, tint, character->spritesheet->frames[character->pos].x, character->spritesheet->frames[character->pos].y, 0);
/* al_hold_bitmap_drawing(false); /* al_hold_bitmap_drawing(false);
al_draw_filled_rectangle(character->spritesheet->width * character->spritesheet->pivotX - 5, al_draw_filled_rectangle(character->spritesheet->width * character->spritesheet->pivotX - 5,
@ -606,7 +605,7 @@ SYMBOL_EXPORT bool IsOnCharacter(struct Game* game, struct Character* character,
if (test && pixelperfect) { if (test && pixelperfect) {
al_invert_transform(&transform); al_invert_transform(&transform);
al_transform_coordinates(&transform, &x, &y); al_transform_coordinates(&transform, &x, &y);
ALLEGRO_COLOR color = al_get_pixel(character->frame->bitmap, x, y); ALLEGRO_COLOR color = al_get_pixel(character->frame->bitmap, x - character->spritesheet->frames[character->pos].x, y - character->spritesheet->frames[character->pos].y);
return (color.a > 0.0); return (color.a > 0.0);
} }