scroll y by a constant scale instead of per-layer.
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@ -74,14 +74,16 @@ namespace SemiColinGames {
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spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
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Rectangle bgTarget = new Rectangle(0, 0, camera.Width, camera.Height);
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float bgScale = 1f / 16;
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float xScale = 1f / 16; // Changes with each layer (the layers further back scroll less).
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float yScale = 1f / 4; // Constant across all layers.
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for (int i = 0; i < Textures.Backgrounds.Length; i++) {
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float yDiff = (world.Height - camera.Bottom) * bgScale;
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float yOffset = Textures.Backgrounds[i].Get.Height - camera.Height - yDiff;
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Texture2D background = Textures.Backgrounds[i].Get;
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float yDiff = (world.Height - camera.Bottom) * yScale;
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float yOffset = background.Height - camera.Height - yDiff;
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Rectangle bgSource = new Rectangle(
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(int) (camera.Left * bgScale), (int) yOffset, camera.Width, camera.Height);
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spriteBatch.Draw(Textures.Backgrounds[i].Get, bgTarget, bgSource, Color.White);
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bgScale *= 2;
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(int) (camera.Left * xScale), (int) yOffset, camera.Width, camera.Height);
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spriteBatch.Draw(background, bgTarget, bgSource, Color.White);
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xScale *= 2;
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}
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spriteBatch.End();
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