From 59081d52ef6070e809d281c50052e6c380af9f50 Mon Sep 17 00:00:00 2001 From: Daniel McAssey Date: Wed, 14 Jan 2015 21:09:17 +0000 Subject: [PATCH] #MINOR Fixed spritebatch to draw sprites as PointClamp instead of LinearClamp --- .../SolarFusion/Core/Level/LevelManager.cs | 16 +++++++++++----- .../Core/Screen/GameScreens/ScreenCharSelect.cs | 2 +- .../SolarFusion/SolarFusion/Core/SysConfig.cs | 12 ++---------- 3 files changed, 14 insertions(+), 16 deletions(-) diff --git a/SolarFusion/SolarFusion/SolarFusion/Core/Level/LevelManager.cs b/SolarFusion/SolarFusion/SolarFusion/Core/Level/LevelManager.cs index dc70f64..789eb32 100644 --- a/SolarFusion/SolarFusion/SolarFusion/Core/Level/LevelManager.cs +++ b/SolarFusion/SolarFusion/SolarFusion/Core/Level/LevelManager.cs @@ -67,7 +67,13 @@ public LevelTilemap CurrentGameMap public bool Debug { get { return this.mDebugEnabled; } - set { this.mDebugEnabled = value; } + set { +#if DEBUG + this.mDebugEnabled = value; +#else + this.mDebugEnabled = false; +#endif + } } #endregion // !Properties @@ -408,7 +414,7 @@ public void Draw(SpriteBatch _sb) //Create a mask for the occlusion ray this._obj_graphics.SetRenderTarget(this._obj_scene); this._obj_graphics.Clear(Color.White); - _sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearClamp, null, null, null, this._obj_camera.calculateTransform()); + _sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null, this._obj_camera.calculateTransform()); this.DrawLevel(_sb); this._obj_player.Draw(_sb); _sb.End(); @@ -421,7 +427,7 @@ public void Draw(SpriteBatch _sb) //Draw Scene in Colour this._obj_graphics.SetRenderTarget(this._obj_scene); this._obj_graphics.Clear(this._effect_sky_color); //Background Colour - _sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.LinearClamp, null, null, null, this._obj_camera.calculateTransform()); + _sb.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null, this._obj_camera.calculateTransform()); this.DrawLevel(_sb); foreach (uint goID in this._obj_entitymanager.QueryRegion(bounds)) //Checks what objects are in the calculated boundry. { @@ -439,12 +445,12 @@ public void Draw(SpriteBatch _sb) this._obj_graphics.Clear(Color.Black); //Draw the post processing effects - _sb.Begin(SpriteSortMode.BackToFront, BlendState.Additive, SamplerState.LinearClamp, null, null, null, this._obj_camera.calculateTransform()); + _sb.Begin(SpriteSortMode.BackToFront, BlendState.Additive, SamplerState.PointClamp, null, null, null, this._obj_camera.calculateTransform()); _sb.Draw(this._obj_ppmanager.mScene, new Rectangle((int)(this._obj_camera.Position.X - (this._obj_viewport.Width / 2)), 0, this._obj_graphics.Viewport.Width, this._obj_graphics.Viewport.Height), Color.White); _sb.Draw(this._obj_scene, new Rectangle((int)(this._obj_camera.Position.X - (this._obj_viewport.Width / 2)), 0, this._obj_graphics.Viewport.Width, this._obj_graphics.Viewport.Height), Color.White); _sb.End(); - _sb.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null, null, this._obj_camera.calculateTransform()); + _sb.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, this._obj_camera.calculateTransform()); this._obj_player.Draw(_sb); this._obj_gui.Draw(_sb); _sb.End(); diff --git a/SolarFusion/SolarFusion/SolarFusion/Core/Screen/GameScreens/ScreenCharSelect.cs b/SolarFusion/SolarFusion/SolarFusion/Core/Screen/GameScreens/ScreenCharSelect.cs index 0a32172..975b1b1 100644 --- a/SolarFusion/SolarFusion/SolarFusion/Core/Screen/GameScreens/ScreenCharSelect.cs +++ b/SolarFusion/SolarFusion/SolarFusion/Core/Screen/GameScreens/ScreenCharSelect.cs @@ -68,7 +68,7 @@ public override void render() if (this.mPlayerSelectIndex < this._obj_availablePlayers.Length && this._obj_availablePlayers[this.mPlayerSelectIndex] != null) { - this.ScreenManager.SpriteBatch.Begin(); + this.ScreenManager.SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.Default, RasterizerState.CullNone); this._obj_availablePlayers[this.mPlayerSelectIndex].Draw(this.ScreenManager.SpriteBatch); this.ScreenManager.SpriteBatch.End(); } diff --git a/SolarFusion/SolarFusion/SolarFusion/Core/SysConfig.cs b/SolarFusion/SolarFusion/SolarFusion/Core/SysConfig.cs index e2ad9e5..03ccb52 100644 --- a/SolarFusion/SolarFusion/SolarFusion/Core/SysConfig.cs +++ b/SolarFusion/SolarFusion/SolarFusion/Core/SysConfig.cs @@ -11,19 +11,11 @@ namespace SolarFusion.Core public class SysConfig { //General Configuration - public const string CONFIG_GAME_BUILD = "1.0-beta-branch"; - public const string CONFIG_GAME_BUILD_TYPE = "BETA"; + public const string CONFIG_GAME_BUILD = "0.1.1-proto-branch"; + public const string CONFIG_GAME_BUILD_TYPE = "PROTOTYPE"; public const string CONFIG_GAME_NAME_CLEAN = "Jumpista"; public const string CONFIG_GAME_NAME = CONFIG_GAME_NAME_CLEAN + " - " + CONFIG_GAME_BUILD_TYPE + " Build (" + CONFIG_GAME_BUILD + ")"; - //Debug Settings - public const string CONFIG_DEBUG_TEAMCITY_BUILD_CONFIG = "xna_4-[Win32|X360]"; - public const string CONFIG_DEBUG_TEAMCITY_BUILD_AGENT_SERVER = "glokon-s03"; - public const string CONFIG_DEBUG_TEAMCITY_KEY = "HwF0r58n8VmVPWoR8G3c9S9qWWB117NL"; - public const string CONFIG_DEBUG_JIRA = "jira.blackholedev.net"; - public const string CONFIG_DEBUG_JIRA_METHOD = "POST"; - public const string CONFIG_DEBUG_JIRA_KEY = "pAG7zeZ16AY1Ht3924QsC1rup8T3x8pC"; - //Directory Mappings public const string CONFIG_CONTENT_ROOT = "Content"; public const string CONFIG_DATA_DIR_SHADERS = "Core/Shaders/";