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fix view port rendering to include
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This commit is contained in:
Sebastian Unterschütz
2026-03-24 09:12:51 +01:00
parent 6d0d31824e
commit 6b07004f01
3 changed files with 15 additions and 15 deletions

View File

@@ -401,7 +401,7 @@ func (g *Game) DrawGame(screen *ebiten.Image) {
}
g.drawBackground(target, snap)
g.RenderGround(target, g.camX/snap.viewScale)
g.RenderGround(target, g.camX, snap.viewScale)
g.drawTeacher(target, snap)
g.drawWorldObjects(target, snap)
g.drawPlayers(target, snap)
@@ -510,7 +510,7 @@ func (g *Game) drawWorldObjects(screen *ebiten.Image, snap renderSnapshot) {
// Debug: Boden-Collider visualisieren (GRÜN)
if g.showDebug {
vector.StrokeRect(screen,
float32(-g.camX), float32(WorldToScreenYWithHeight(540, snap.canvasH)),
float32(-g.camX*snap.viewScale), float32(WorldToScreenYWithHeight(540, snap.canvasH)),
10000, 5000, 2, color.RGBA{0, 255, 0, 255}, false)
}
}
@@ -538,7 +538,7 @@ func (g *Game) drawPlayers(screen *ebiten.Image, snap renderSnapshot) {
ratio := float32(i+1) / float32(len(g.trail))
alpha := uint8(ratio * 80)
r := float32(8 * ratio)
tx := float32(tp.X - g.camX)
tx := float32((tp.X - g.camX) * snap.viewScale)
ty := float32(WorldToScreenYWithHeight(tp.Y, snap.canvasH))
vector.DrawFilledCircle(screen, tx, ty, r, color.RGBA{200, 220, 255, alpha}, false)
}
@@ -550,10 +550,10 @@ func (g *Game) drawPlayers(screen *ebiten.Image, snap renderSnapshot) {
if name == "" {
name = id
}
text.Draw(screen, name, basicfont.Face7x13, int(posX-g.camX), int(screenY-25), ColText)
text.Draw(screen, name, basicfont.Face7x13, int((posX-g.camX)*snap.viewScale), int(screenY-25), ColText)
if g.showDebug {
g.drawPlayerHitbox(screen, posX, screenY)
g.drawPlayerHitbox(screen, posX, screenY, snap.viewScale)
}
}
}
@@ -570,15 +570,15 @@ func (g *Game) selectPlayerSprite(onGround bool, vy float64) string {
}
// drawPlayerHitbox visualisiert die Spieler-Hitbox im Debug-Modus.
func (g *Game) drawPlayerHitbox(screen *ebiten.Image, posX, screenY float64) {
func (g *Game) drawPlayerHitbox(screen *ebiten.Image, posX, screenY, viewScale float64) {
def, ok := g.world.Manifest.Assets["player"]
if !ok {
return
}
hx := float32(posX + def.DrawOffX + def.Hitbox.OffsetX - g.camX)
hx := float32((posX + def.DrawOffX + def.Hitbox.OffsetX - g.camX) * viewScale)
hy := float32(screenY + def.DrawOffY + def.Hitbox.OffsetY)
vector.StrokeRect(screen, hx, hy, float32(def.Hitbox.W), float32(def.Hitbox.H), 3, color.RGBA{255, 0, 0, 255}, false)
vector.DrawFilledCircle(screen, float32(posX-g.camX), float32(screenY), 5, color.RGBA{255, 255, 0, 255}, false)
vector.DrawFilledCircle(screen, float32((posX-g.camX)*viewScale), float32(screenY), 5, color.RGBA{255, 255, 0, 255}, false)
}
// drawStatusUI zeichnet das spielzustandsabhängige UI (Countdown, Score, Spectator).
@@ -841,7 +841,7 @@ func (g *Game) DrawAsset(screen *ebiten.Image, assetID string, worldX, worldY fl
canvasW, canvasH := screen.Size()
viewScale := GetScaleFromHeight(canvasH)
screenX := (worldX - g.camX/viewScale) * viewScale
screenX := (worldX - g.camX) * viewScale
if screenX < -cullingBuffer || screenX > float64(canvasW)+cullingBuffer {
return