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Increase threshold for drawing top entities at bottom of screen
In a vertically-warping room, the 'height' of the room becomes 232 pixels, regardless of if you have a room name or not. So the remaining 8 rows of pixels at the bottom of the screen corresponds with the first 8 rows of pixels at the top of the screen, and entities in the bottom 8 rows of pixels get teleported to the top of the screen. The screen wrapping drawing code doesn't draw entities in the top 8 rows of pixels at the bottom, leading to a discontinuous effect where it looks like vertically-warping entities don't neatly change from the bottom to the top or vice versa - this is especially noticeable with enemies. To fix this, just increase the threshold for drawing top entities at the bottom of the screen by 8 pixels.
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@@ -1798,7 +1798,7 @@ void Graphics::drawentity(const int i, const int yoff)
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}
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}
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wrappedPoint.y = tpoint.y;
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wrappedPoint.y = tpoint.y;
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if (tpoint.y < 0)
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if (tpoint.y < 8)
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{
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{
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wrapY = true;
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wrapY = true;
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wrappedPoint.y += 232;
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wrappedPoint.y += 232;
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