diff --git a/gamecore/modules/world/baseworld.lua b/gamecore/modules/world/baseworld.lua index db3fbf0..dd12150 100644 --- a/gamecore/modules/world/baseworld.lua +++ b/gamecore/modules/world/baseworld.lua @@ -384,6 +384,10 @@ function BaseWorld:draw(dt) self.cameras:detachView(i) self.cameras:drawHUD(i) end + + for i=1, camNumber do + self.cameras:drawDebugViewBox(i) + end end end diff --git a/gamecore/modules/world/camera.lua b/gamecore/modules/world/camera.lua index 3d9023e..0fb9329 100644 --- a/gamecore/modules/world/camera.lua +++ b/gamecore/modules/world/camera.lua @@ -73,19 +73,19 @@ function CameraSystem:initViews() self.views.posList.multi[1] = {} self.views.posList.multi[1].x = -(self.views.basewidth /4) - self.views.posList.multi[1].y = (self.views.baseheight/4) + self.views.posList.multi[1].y = -(self.views.baseheight/4) self.views.posList.multi[2] = {} self.views.posList.multi[2].x = (self.views.basewidth /4) - self.views.posList.multi[2].y = (self.views.baseheight/4) + self.views.posList.multi[2].y = -(self.views.baseheight/4) self.views.posList.multi[3] = {} self.views.posList.multi[3].x = -(self.views.basewidth /4) - self.views.posList.multi[3].y = -(self.views.baseheight/4) + self.views.posList.multi[3].y = (self.views.baseheight/4) self.views.posList.multi[4] = {} - self.views.posList.multi[4].x = (self.views.basewidth /4) - self.views.posList.multi[4].y = -(self.views.baseheight/4) + self.views.posList.multi[4].x = (self.views.basewidth /4) + self.views.posList.multi[4].y = (self.views.baseheight/4) end -- INFO FUNCTIONS @@ -180,6 +180,14 @@ function CameraSystem:attachView(id) local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id) cam:attach() + + if (self:getViewNumber() > 2) or (self:getViewNumber() == 2 and SPLITSCREEN_ISVERTICAL) then + -- FIXME: it's an ugly workaround that need to be fixed. For an unkown + -- reason, the scissoring is wrong in and only in this function and only + -- when we have vertical split. Thus, we need to substract viewy to viewy + viewy = viewh - viewy + end + love.graphics.setScissor(viewx, viewy, vieww, viewh) end end @@ -299,11 +307,7 @@ function CameraSystem:computeCamPosition(id) local realy = self.views.list[id].pos.y self.views.list[id].cam.x = realx - decalx - self.views.list[id].cam.y = realy + decaly - -- FIXME: this workaround certainly will cause some problem but that's the only - -- solution we seem to have right now - -- We invert the y decalage for the camera in order to work around a problem - -- that invert the y between it and the clipping. + self.views.list[id].cam.y = realy - decaly end function CameraSystem:followActor(id) @@ -327,9 +331,10 @@ function CameraSystem:drawDebugViewBox(id) local xx, yy = self:getOnScreenViewCenter(id) love.graphics.line(xx-3, yy, xx+3, yy) love.graphics.line(xx, yy-3, xx, yy+3) - local string = id .. " x:" .. viewx .. " y:" .. viewy + + local xx, yy = self:getInternalCamCoordinate(id) + local string = id .. " x:" .. xx .. " y:" .. yy love.graphics.print(string, viewx + 4, viewy + 4) - print(viewy) end function CameraSystem:drawHUD(id) @@ -338,11 +343,11 @@ function CameraSystem:drawHUD(id) local string2 = id .. " (" .. viewx .. ":" .. (viewh-viewy) .. ") " - love.graphics.setScissor(viewx, viewh-viewy, vieww, viewh) - love.graphics.translate(viewx, viewh-viewy) + love.graphics.setScissor(viewx, viewy, vieww, viewh) + love.graphics.translate(viewx, viewy) view.target:drawHUD(id, vieww, viewh) - love.graphics.translate(-viewx, -(viewh-viewy)) + love.graphics.translate(-viewx, -(viewy)) love.graphics.setScissor( ) end