Fix border overlap
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parent
a4fbfeaddb
commit
cc5e8eb66c
1 changed files with 6 additions and 6 deletions
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@ -42,7 +42,7 @@ var fuck_you_godot_signals = 0
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func _ready() -> void:
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func _ready() -> void:
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var frame:ReferenceRect = region_viewport.get_node("ReferenceRect")
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var frame:ReferenceRect = region_viewport.get_node("ReferenceRect")
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region_viewport.size_changed.connect(func():
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region_viewport.size_changed.connect(func():
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frame.position = (region_viewport.size / 2) - Vector2i(frame.size / 2)
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frame.position = ((region_viewport.size / 2) - Vector2i(frame.size / 2)) - Vector2i.ONE
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)
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)
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link_range_to_callable(frame_count, func(val: int):
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link_range_to_callable(frame_count, func(val: int):
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@ -467,13 +467,13 @@ func set_region_view() -> void:
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rg_oskin_next_char.position = next_frame.frame_pos
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rg_oskin_next_char.position = next_frame.frame_pos
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rg_oskin_next_char.texture.region = Rect2(next_frame.pos, next_frame.size)
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rg_oskin_next_char.texture.region = Rect2(next_frame.pos, next_frame.size)
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character.position = cur_frame.frame_pos
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character.position = Vector2i(cur_frame.frame_pos) + Vector2i.ONE
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character_frame.position = cur_frame.frame_pos
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character_frame.position = cur_frame.frame_pos
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character_frame.size = cur_frame.size
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character_frame.size = Vector2i(cur_frame.size) + Vector2i(2,2)
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atlas.region = Rect2(cur_frame.pos, cur_frame.size)
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atlas.region = Rect2(cur_frame.pos, cur_frame.size)
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frame.size = spritesheet_size
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frame.size = spritesheet_size + Vector2i(2,2)
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frame.position = (region_viewport.size / 2) - Vector2i(frame.size / 2)
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frame.position = ((region_viewport.size / 2) - Vector2i(frame.size / 2)) - Vector2i.ONE
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var ts_dont_change_internal = false
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var ts_dont_change_internal = false
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func set_three_stooges() -> void:
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func set_three_stooges() -> void:
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@ -488,7 +488,7 @@ func set_three_stooges() -> void:
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set_vector(region_pos, atlas.region.position)
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set_vector(region_pos, atlas.region.position)
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set_vector(region_size, atlas.region.size)
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set_vector(region_size, atlas.region.size)
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set_vector(sprite_offset, character.position)
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set_vector(sprite_offset, character.position - Vector2.ONE)
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ts_dont_change_internal = false
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ts_dont_change_internal = false
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