Chunker size to uint8 and Rectangular Doodads #84
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Convert the Chunker size to a uint8 so chunk sizes are limited to 255px. This
means that inside of a chunk, uint8's can track the relative pixel coordinates
and result in a great memory savings since all of these uint8's are currently
64-bits wide apiece.
WIP on rectangular shaped doodads:
instead of getting the proper doodad.Size rect.
instead of a square - the full drawing appears and in gameplay its hitbox
(assuming the same large rectangle size) works correctly in-game.
of the screen! This old gnarly bug has come back. For some reason square
canvas doodads draw correctly but rectangular ones have the drawing scroll
just a bit - how far it scrolls is proportional to how big the doodad is,
with the Start Flag only scrolling a few pixels before it stops.
Convert the Chunker size to a uint8 so chunk sizes are limited to 255px. This means that inside of a chunk, uint8's can track the relative pixel coordinates and result in a great memory savings since all of these uint8's are currently 64-bits wide apiece. WIP on rectangular shaped doodads: * You can create such a doodad in the editor and draw it normally. * It doesn't draw the right size when dragged into your level however: - In uix.Actor.Size() it gets a rect of the doodad's square Chunker size, instead of getting the proper doodad.Size rect. - If you give it the doodad.Size rect, it draws the Canvas size correctly instead of a square - the full drawing appears and in gameplay its hitbox (assuming the same large rectangle size) works correctly in-game. - But, the doodad has scrolling issues when it gets to the top or left edge of the screen! This old gnarly bug has come back. For some reason square canvas doodads draw correctly but rectangular ones have the drawing scroll just a bit - how far it scrolls is proportional to how big the doodad is, with the Start Flag only scrolling a few pixels before it stops.WIP: Chunker size to uint8 and Rectangular Doodadsto Chunker size to uint8 and Rectangular Doodads