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  Masking Interior Rooms with ScissorStack in LibGdx  (Read 469 times)
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Offline kabbotta

Senior Newbie

« Posted 2013-12-27 06:15:15 »

I'm writing a game with libgdx using JRuby and I'm having issues getting the ScissorStack to work exactly right. This is an open world game and I want all of the interior rooms the player is currently not in to be blacked out. I have it barely working. Here is the main code:

      @cam.position.y = + @player.height / 2 + 1 + @camOffset
      @roomCam.position.y = - @player.height / 2 - 1 - @camOffset
        @roomCam, @roomCam.position.x, @roomCam.position.y, @roomCam.viewportWidth, @roomCam.viewportHeight,
        @renderer.getSpriteBatch.getTransformMatrix,, @scissor
      scissorPos =, @scissor.y)

      ScissorStack.toWindowCoordinates(@roomCam, @renderer.getSpriteBatch.getTransformMatrix, scissorPos)
      @scissor.x = scissorPos.x - / 2
      @scissor.y = scissorPos.y + / 2
      @scissor.width = @scissor.width * Const::BTW
      @scissor.height = @scissor.height * Const::BTW

I've rigged it to almost do what I want it to, but there are problems. is the Rectangle the player is colliding with. Right now I just freeze the camera in the Y direction because when the player could jump it caused the ScissorStack to jump as well. I want the player to be able to jump and even have the camera raise with her, but then have the masking rectangle stay in the same place. I don't understand why it works in the X direction, but not Y. Right now I've just hacked it by using a second camera that doesn't jump with the player. It's messy and not what I want. Any help would be much appreciated. There is clearly something about the ScissorStack calculations I just don't understand.
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