Quick prototype of how switch to an icon during pickup makes the rendering bug go away and also looks better visually.

master
Zed A. Shaw 5 days ago
parent 6f91533950
commit b311713064
  1. 10
      assets/config.json
  2. BIN
      assets/icons/healing_potion_small_ICON.png
  3. BIN
      assets/icons/torch_crappy_ICON.png
  4. 2
      gui/loot_ui.cpp
  5. 2
      gui/status_ui.cpp

@ -80,6 +80,11 @@
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"torch_horizontal_floor_ICON":
{"path": "assets/icons/torch_crappy_ICON.png",
"frame_width": 128,
"frame_height": 128
},
"peasant_girl": "peasant_girl":
{"path": "assets/sprites/peasant_girl_2.png", {"path": "assets/sprites/peasant_girl_2.png",
"frame_width": 256, "frame_width": 256,
@ -95,6 +100,11 @@
"frame_width": 256, "frame_width": 256,
"frame_height": 256 "frame_height": 256
}, },
"healing_potion_small_ICON":
{"path": "assets/icons/healing_potion_small_ICON.png",
"frame_width": 128,
"frame_height": 128
},
"well_down": "well_down":
{"path": "assets/sprites/well_down.png", {"path": "assets/sprites/well_down.png",
"frame_width": 256, "frame_width": 256,

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@ -75,7 +75,7 @@ namespace gui {
dbc::check($level.world->has<components::Sprite>(item), dbc::check($level.world->has<components::Sprite>(item),
"item in inventory UI doesn't exist in world. New level?"); "item in inventory UI doesn't exist in world. New level?");
auto& sprite = $level.world->get<components::Sprite>(item); auto& sprite = $level.world->get<components::Sprite>(item);
$gui.set_init<guecs::Sprite>(id, {sprite.name}); $gui.set_init<guecs::Sprite>(id, {fmt::format("{}_ICON", sprite.name)});
guecs::GrabSource grabber{ guecs::GrabSource grabber{
item, [&, id]() { return remove_slot(id); }}; item, [&, id]() { return remove_slot(id); }};

@ -80,7 +80,7 @@ namespace gui {
auto gui_id = $gui.entity(slot); auto gui_id = $gui.entity(slot);
auto& sprite = $level.world->get<components::Sprite>(world_entity); auto& sprite = $level.world->get<components::Sprite>(world_entity);
$gui.set_init<guecs::Sprite>(gui_id, {sprite.name}); $gui.set_init<guecs::Sprite>(gui_id, {fmt::format("{}_ICON", sprite.name)});
guecs::GrabSource grabber{ world_entity, guecs::GrabSource grabber{ world_entity,
[&, gui_id]() { return remove_slot(gui_id); }}; [&, gui_id]() { return remove_slot(gui_id); }};
grabber.setSprite($gui, gui_id); grabber.setSprite($gui, gui_id);

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