- Joined
- Oct 10, 2017
- Messages
- 92
- Reaction score
- 81
- First Language
- French
- Primarily Uses
- RMMV
Hello !
I have a problem with SRD's Camera Core plugin.
If the zoom is set between 0 and 1 (so it unzooms the game), it creates a margin all around my plugin's (LNM Lighting and Time editor) rectangle. If I increase the size of the rectangle, it will fill the right and bottom, but not the left and top. To avoid that problem, I tried to move the Sprite with negative coordinates, but even if it is supposed to fill it, it will leave an empty space (as shown on the image, I moved my sprite a lot to the top left, as you can see).
So I wondered if anyone could help me find a way to solve that? It would be highly appreciated, as it's now been months I started thinking about how to solve that problem.
Here's my code, FYI:
The plugin can be downloaded here.
I hope someone can help me find out how to solve that problem that starts to become a bit boring
Have a good day / evening / night
I have a problem with SRD's Camera Core plugin.
If the zoom is set between 0 and 1 (so it unzooms the game), it creates a margin all around my plugin's (LNM Lighting and Time editor) rectangle. If I increase the size of the rectangle, it will fill the right and bottom, but not the left and top. To avoid that problem, I tried to move the Sprite with negative coordinates, but even if it is supposed to fill it, it will leave an empty space (as shown on the image, I moved my sprite a lot to the top left, as you can see).

So I wondered if anyone could help me find a way to solve that? It would be highly appreciated, as it's now been months I started thinking about how to solve that problem.
Here's my code, FYI:
Code:
//-----------------------------------------------------------------------------
// Spriteset_Map
//
// The set of sprites on the map screen.
Spriteset_Map.prototype.createLowerLayer = function() {
Spriteset_Base.prototype.createLowerLayer.call(this);
this.createParallax();
this.createTilemap();
this.createCharacters();
this.createShadow();
this.createDestination();
this.createLighting();
this.createWeather();
};
Spriteset_Map.prototype.update = function() {
Spriteset_Base.prototype.update.call(this);
this.updateTileset();
this.updateParallax();
this.updateTilemap();
this.updateShadow();
this.updateLighting();
this.updateWeather();
};
Spriteset_Map.prototype.createLighting = function() {
$gameLighting.clear();
this._lightingTexture = PIXI.RenderTexture.create(Graphics.width, Graphics.height);
this._lightingSurface = new LightingSurface();
this._lightingSprite = new PIXI.Sprite();
this._lightingSprite.texture = this._lightingTexture;
this._lightingSprite.blendMode = PIXI.BLEND_MODES.MULTIPLY;
this._lightingSprite.alpha = 1.0;
this.addChild(this._lightingSprite);
};
Spriteset_Map.prototype.updateLighting = function() {
this._lightingSurface.update();
Graphics._renderer.render(this._lightingSurface, this._lightingTexture, false);
};
//-----------------------------------------------------------------------------
// LightingSurface
//
//
function LightingSurface() {
this.initialize.apply(this, arguments);
}
LightingSurface.prototype = Object.create(PIXI.Container.prototype);
LightingSurface.prototype.constructor = LightingSurface;
LightingSurface.prototype.initialize = function() {
PIXI.Container.call(this);
this._width = Graphics.width;
this._height = Graphics.height;
this._createSurface();
};
LightingSurface.prototype._createSurface = function() {
this._surface = new Sprite();
this._surface.bitmap = new Bitmap(this._width, this._height);
var color = GameEditor.rgbToHex($gameTime.tint(0), $gameTime.tint(1), $gameTime.tint(2));
this._lastColor = color;
this._surface.bitmap.fillRect(0, 0, this._width, this._height, color);
this.addChild(this._surface);
};
LightingSurface.prototype.update = function() {
var color = GameEditor.rgbToHex($gameTime.tint(0), $gameTime.tint(1), $gameTime.tint(2));
if (this._lastColor !== color) {
this._surface.bitmap.fillRect(0, 0, this._width, this._height, color);
this._lastColor = color;
}
this.children.forEach(function(child) {
if (child.update) {
child.update();
}
});
};
I hope someone can help me find out how to solve that problem that starts to become a bit boring
Have a good day / evening / night