On Fri, Feb 12, 2010 at 08:54:46AM +1300, Ralph Versteegen wrote:
> On 12 February 2010 08:00, James Paige <[email protected]> wrote:
> > On Thu, Feb 11, 2010 at 10:44:45AM -0800, [email protected] 
> > wrote:
> >> teeemcee
> >> 2010-02-11 10:44:45 -0800 (Thu, 11 Feb 2010)
> >> 95
> >> Fix slice clipping; nesting clipping, positioning, and clip rects 
> >> partially offscreen now work.
> >
> > Slick! It looks great.
> >
> > ---
> > James
> 
> When I said "a few lines of code" I expected far fewer than this;
> getting this working properly was actually pretty difficult.

Looking at the diff, I believe it :)

> But all is not well. I saw this on CP:
> "Problem is, the big sprite blips out (as far as I can tell) when it
> wraps around the map, even using the nightly."
> Hmm, maybe map layers will need their own RefreshChildren method which
> contains the current (unreliable) framewalkabout logic.

In that case a script is manually re-positioning the slice to match the 
position of an NPC once each frame. I am guessing this is causing an 
off-by-one sort of error when the NPC wraps, and it takes the slice one 
tick to catch up... actually, I wonder if the slice is lagging behind 
the NPC one tick all the time, and it only becomes noticeable when you 
wrap.

> (However, I feel that using "move slice above/below (sl, lookup
> slice(sl:map layer X))" makes more sense than parenting a slice to a
> layer: for example, to display a slice above NPCs but below tree
> tops.)

I think that wouldn't make a difference in this case.

> (Aside: I notice some grid slice glitches in the editor: repeatedly
> parenting and deparenting a slice to a grid causes it to walk across
> the screen.)

I see. Actually, it looks like all reparenting is causing crazy slice 
motion, even when no grids are involved.

The editor attempts to preserve a slice's old ScreenX and ScreenY when 
it changes parents. It seemed a good idea when I was first writing it, 
but I am not so sure now...

---
James

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