fix z-fighting

This commit is contained in:
Jeremy Penner 2020-12-30 13:09:16 -05:00
parent 187766e1fd
commit d6e32d9f6a
3 changed files with 7 additions and 3 deletions

View file

@ -164,7 +164,12 @@
[:drop])) [:drop]))
(vm:word :full-redraw :drawmap :player-redraw) (vm:word :full-redraw :drawmap :player-redraw)
(vm:word :player-overlaps ; -- f
vm.false :controlstate :bget :player-yx :get
:over (vm:for (vm:i) :controlstate :bset :dup :player-yx :get := (vm:when :<rot :drop vm.true :>rot))
:drop :controlstate :bset)
(vm:word :player-redraw (vm:word :player-redraw
:controlstate :bget :controlstate :bget
controlstate.count (vm:for (vm:i) :controlstate :bset :draw-player) controlstate.count (vm:for (vm:i) :controlstate :bset :player-overlaps :not (vm:when :draw-player))
:controlstate :bset) :controlstate :bset)

File diff suppressed because one or more lines are too long

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@ -2,7 +2,6 @@ Game:
* level loading * level loading
* Title screen * Title screen
* Ending screen * Ending screen
* drawing queue (tile index = priority?)
tooling ideas: tooling ideas:
* REPLy buffer (Polywell?) * REPLy buffer (Polywell?)