nat playground buggy z sorting
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@@ -7,6 +7,8 @@
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(FlxG.plugins.add (new FlxMouseControl))
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(set FlxG.sound.muteKeys null)
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(set FlxG.sound.volumeDownKeys null)
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(set FlxG.sound.volumeUpKeys null)
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// TODO find a better way to pass the archiveDir to a HaxeFlixel game
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(let [archiveDir
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@@ -95,12 +97,19 @@
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(prop &mut :EntrySpriteSystem spriteSystem)
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(set spriteSystem (new EntrySpriteSystem "!done" "Playground-MAIN" this controller))
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(archive.addSystem spriteSystem)
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(prop &mut :EntrySpriteDepthSystem spriteDepthSystem)
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(set spriteDepthSystem (new EntrySpriteDepthSystem this spriteSystem))
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(archive.addSystem spriteDepthSystem)
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(archive.processSystems this)
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(FlxG.camera.calculateScrollBounds entryGroup SCROLL_BOUND_MARGIN))
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(method &override :Void update [:Float elapsed]
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(super.update elapsed)
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(spriteDepthSystem.process archive)
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(when FlxG.keys.justPressed.ESCAPE
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(Sys.exit 0))
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@@ -133,6 +142,15 @@
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(FlxG.camera.updateScrollWheelZoom elapsed 1)
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// +/- keys to change an entry's z
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(doFor e (controller.getSelectedEntries)
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(when FlxG.keys.justPressed.MINUS
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(withWritableComponents archive e [positions Positions]
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(-= .z (dictGet positions spriteSystem.positionKey) 1)))
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(when FlxG.keys.justPressed.PLUS
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(withWritableComponents archive e [positions Positions]
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(+= .z (dictGet positions spriteSystem.positionKey) 1))))
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// don't move the ui camera before ui has been placed -- new UI elements could appear offscreen
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(when (> uiGroup.length 0)
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(unless (and textInput textInput.hasFocus)
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@@ -214,14 +232,15 @@
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(var SCROLL_BOUND_MARGIN 200)
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(method handleChanges [:Archive archive :ChangeSet changeSet]
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(doFor e changeSet
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(when changeSet
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// process the WikipediaImageSystem and run spriteSystem process on newly created entries that get one
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(archive.processSystems this)
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// Do a second loop through the systems, so Playground systems that trigger Core systems have their effects processed
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(archive.processSystems this)
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(FlxG.camera.calculateScrollBounds entryGroup SCROLL_BOUND_MARGIN)
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(FlxG.camera.calculateScrollBounds entryGroup SCROLL_BOUND_MARGIN))
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(doFor e changeSet
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// Entries whose data changed to remove them from the sprite pool will already have been removed
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// by refreshEntry()
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(when (spriteSystem.entries.exists e.id)
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