var t_coords = [86, 269]; Triangle(t_coords[0] + 47, t_coords[1], t_coords[0], t_coords[1] + 48, t_coords[0] + 96, t_coords[1] + 48, White); Triangle(t_coords[0] + 47, t_coords[1] + 1, t_coords[0] + 2, t_coords[1] + 47, t_coords[0] + 94, t_coords[1] + 47, Black); Triangle(t_coords[0] + 47, t_coords[1] + 8, t_coords[0] + 12, t_coords[1] + 44, t_coords[0] + 84, t_coords[1] + 44, White); Triangle(t_coords[0] + 47, t_coords[1] + 9, t_coords[0] + 14, t_coords[1] + 43, t_coords[0] + 82, t_coords[1] + 43, Black); if (LVL1C === true){TSE.blit(t_coords[0] + 32, t_coords[1] + 11);} if (LVL2C === true){TSW.blit(t_coords[0] + 48, t_coords[1] + 11);} if (LVL3C === true){TSE.blit(t_coords[0] + 16, t_coords[1] + 27);} if (LVL4C === true){TNW.blit(t_coords[0] + 32, t_coords[1] + 27);} if (LVL5C === true){TSE.blit(t_coords[0] + 32, t_coords[1] + 27);} if (LVL6C === true){TNW.blit(t_coords[0] + 48, t_coords[1] + 27);} if (LVL7C === true){TSE.blit(t_coords[0] + 48, t_coords[1] + 27);} if (LVL8C === true){TSW.blit(t_coords[0] + 64, t_coords[1] + 27);}
I'll give that a try. Trying to get these to line up properly has been such a gorram pain.
It does slide...
I misunderstood. Obviously, the triforce pieces only appear upon level completion but yes it all scrolls as a unit.
@Miscreant Your animated gifs haven't been playing recently, they just show up as still images. Not sure if something broke with the forums or what...
So it turns out that nothing's wrong with miniSphere's handling of integer coordinates after all, they are indeed rounded down internally.In the end, nothing I did to the Triangle() function could coax it to render the triangles the same way. Interestingly, Sphere 1.5 with the OpenGL plugin is broken in a similar way, see screenshot attached. I think this one is just down to differences between software rendering (Sphere with the standard32 plugin) vs. hardware rendering. It isn't something I can fix
Quote from: Fat Cerberus on September 11, 2017, 10:15:18 pmSo it turns out that nothing's wrong with miniSphere's handling of integer coordinates after all, they are indeed rounded down internally.In the end, nothing I did to the Triangle() function could coax it to render the triangles the same way. Interestingly, Sphere 1.5 with the OpenGL plugin is broken in a similar way, see screenshot attached. I think this one is just down to differences between software rendering (Sphere with the standard32 plugin) vs. hardware rendering. It isn't something I can fix That's bizarre - simply rounding down before calling the draw functions got the right result for me.Similarly rounding up before calling them resulted in repeating what miniSphere was already drawing.