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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Fri Nov 06, 2009 7:47 pm Post subject: |
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Oh, well if that's the case there is no point using Camera unless you have it tranform the world
fwiw Camera has code in it to get the mouse position after transform |
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SirAlaran
Joined: 19 Feb 2007 Posts: 84 Location: Silicon Valley
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Posted: Sat Nov 07, 2009 3:12 pm Post subject: |
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clayasaurus wrote: | Oh, well if that's the case there is no point using Camera unless you have it tranform the world |
That's what I figured. I will be using it for the tilemap extension though. It will simplify the drawing code quite a bit there. _________________ Current projects: Project Fermitas, Arctographer tile map editor, Arclib game library.
Gentoo | Textadept |
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SirAlaran
Joined: 19 Feb 2007 Posts: 84 Location: Silicon Valley
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Posted: Wed Nov 11, 2009 12:01 am Post subject: |
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SirAlaran wrote: | clayasaurus wrote: | Oh, well if that's the case there is no point using Camera unless you have it tranform the world |
That's what I figured. I will be using it for the tilemap extension though. It will simplify the drawing code quite a bit there. |
I just got it working... The docs should really mention that you need to call
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cam.setProjection(0, arc.window.getWidth(), arc.window.getHeight(), 0);
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before using camera.open() so that the camera won't completely destroy your drawing code. Should I just put that call into the Camera's default constructor? It seems to be the expected behavior from the example given in the camera module's doc comment. _________________ Current projects: Project Fermitas, Arctographer tile map editor, Arclib game library.
Gentoo | Textadept |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Wed Nov 11, 2009 2:44 pm Post subject: |
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You can do that, and if the user wants a different one they will just specify after constructor. |
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SirAlaran
Joined: 19 Feb 2007 Posts: 84 Location: Silicon Valley
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elkano
Joined: 19 Jun 2009 Posts: 24
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Posted: Thu Nov 12, 2009 7:22 am Post subject: |
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I got this on compilation:
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arc/x/level/level.d(34): module tilemap cannot read file 'arc/level/tilemap.d'
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There is a 'x.' missing in this import, easy to fix . |
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SirAlaran
Joined: 19 Feb 2007 Posts: 84 Location: Silicon Valley
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Posted: Thu Nov 12, 2009 10:00 am Post subject: |
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elkano wrote: | I got this on compilation:
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arc/x/level/level.d(34): module tilemap cannot read file 'arc/level/tilemap.d'
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There is a 'x.' missing in this import, easy to fix . |
Well, that file is a) mostly empty and b) broken. Just stick to the ones I linked to for now. _________________ Current projects: Project Fermitas, Arctographer tile map editor, Arclib game library.
Gentoo | Textadept |
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clayasaurus
Joined: 21 May 2004 Posts: 857
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Posted: Fri Nov 13, 2009 11:48 am Post subject: |
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You linked to the latest trunk. I fixed the trunk, just try and make sure the code you commit to the trunk compiles. |
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SirAlaran
Joined: 19 Feb 2007 Posts: 84 Location: Silicon Valley
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Posted: Sun Nov 15, 2009 6:03 pm Post subject: |
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Bad news: I seem to have gotten my installed version of Tango messed up. Anything that uses Format() dies. (This includes common things like Stderr.formatln(). Not good.)
Good news: This _________________ Current projects: Project Fermitas, Arctographer tile map editor, Arclib game library.
Gentoo | Textadept |
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SirAlaran
Joined: 19 Feb 2007 Posts: 84 Location: Silicon Valley
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Posted: Tue Dec 01, 2009 10:28 pm Post subject: |
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I just updated the level demos and the level extensions in svn. You can now load a tile map with a multi-layered parallax background from a file. Updates to the map editor (And the long-promised 0.3 release) are coming soon. _________________ Current projects: Project Fermitas, Arctographer tile map editor, Arclib game library.
Gentoo | Textadept |
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