REWORKED HOW THINGS ARE SCALED
speed values should be adjusted accordingly, but maybe i slipped some i changed: player acc arrow speed i intentionally didnt change: jump speed
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@@ -28,8 +28,8 @@ function Entity:Draw()
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if self.sprite ~= nil then
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local relative_position_x = self.pos.x - Camera.pos.x
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local relative_position_y = self.pos.y - Camera.pos.y
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local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * game.scale
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local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * game.scale
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local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation))
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local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation))
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local dimensions_x = self.sprite_scale.x * self.sprite_flip.x
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local dimensions_y = self.sprite_scale.y * self.sprite_flip.y
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love.graphics.draw(
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@@ -37,8 +37,8 @@ function Entity:Draw()
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relative_position_x + origin_compensation_x * dimensions_x,
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relative_position_y + origin_compensation_y * dimensions_y,
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self.sprite_rotation,
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game.scale * self.sprite_scale.x * self.sprite_flip.x,
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game.scale * self.sprite_scale.y * self.sprite_flip.y
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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if debug_collision then
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love.graphics.setColor(1, 0, 0)
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@@ -78,8 +78,8 @@ function DrawAnimationFrame(animation, frame, x, y, rotate, sx, sy)
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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game.scale * sx,
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game.scale * sy
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sx,
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sy
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)
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end
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@@ -107,8 +107,8 @@ function DrawAnimation(animation, x, y, rotate, sx, sy)
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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game.scale * sx,
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game.scale * sy
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sx,
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sy
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)
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end
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