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Little things to make the world map more user friendly:

- Map markers are now spawned on the player position, not above
- 66% alpha for world map icons, this way some of the stuff below the icon
  can be seen.
- Unified and increased zoom-in distance. This way the view no longer forcefully
  resets to another zoom level when selecting maps of different layers
  (i.e. first an interior map, then zoom in, then select a regular map),
  which was a little jarring. The increased zoom level is useful for
  close-ups on tiny areas like the sun temple.
This commit is contained in:
fgenesis 2012-10-14 03:51:02 +02:00
parent 416c47b4e9
commit c5700f9c35

View file

@ -62,9 +62,9 @@ namespace WorldMapRenderNamespace
float xMin, yMin, xMax, yMax; float xMin, yMin, xMax, yMax;
float zoomMin = 0.2; float zoomMin = 0.2;
float zoomMax = 1; float zoomMax = 3.0;
const float exteriorZoomMax = 1; const float exteriorZoomMax = 3.0;
const float interiorZoomMax = 1.8; const float interiorZoomMax = 3.0;
bool editorActive=false; bool editorActive=false;
@ -295,6 +295,7 @@ public:
followCamera = 1; followCamera = 1;
blink = false; blink = false;
blinkTimer = 0; blinkTimer = 0;
alphaMod = 0.66;
canMove = gemData->canMove; canMove = gemData->canMove;
//canMove = true; //canMove = true;
//gemData->userString = "HI THERE!"; //gemData->userString = "HI THERE!";
@ -1538,7 +1539,7 @@ void WorldMapRender::createGemHint(const std::string &gfx)
doubleClickTimer = 0; doubleClickTimer = 0;
GemData *g = dsq->continuity.pickupGem(gfx, false); GemData *g = dsq->continuity.pickupGem(gfx, false);
g->canMove = 1; g->canMove = 1;
g->pos = getAvatarWorldMapPosition() + Vector(0, -20); g->pos = getAvatarWorldMapPosition();// + Vector(0, -20);
g->userString = useString; g->userString = useString;
addGem(g); addGem(g);
fixGems(); fixGems();