Remove the bullshit and fix the sprite once and for all
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32779ab56f
commit
6dd95a6a87
1
init.lua
1
init.lua
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@ -28,7 +28,6 @@ i3 = {
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max_waypoints = 30,
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min_fs_version = 4,
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item_btn_size = 1.1,
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sprite_resolution = 256,
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drop_bag_on_die = true,
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save_interval = 600, -- Player data save interval (in seconds)
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@ -34,7 +34,7 @@ local function cache_groups(group, groups)
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local items = i3.groups[group].items
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if #items <= 1 then return end
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local px, c, lim = i3.settings.sprite_resolution, 0, 10
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local px, lim, c = 64, 10, 0
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local sprite = "[combine:WxH"
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for _, item in ipairs(items) do
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@ -44,16 +44,10 @@ local function cache_groups(group, groups)
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if def.drawtype and is_cube(def.drawtype) then
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texture = get_cube(tiles)
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elseif texture then
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-- Buggy, it disforms the texture but can handle any sequence
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texture = texture:gsub("%^", "\\^"):gsub(":", "\\:") .. "\\^[resize\\:146x146"
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--[[ Alternative, it scales a flat texture perfectly but does not
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handle correctly mixed sequence like: inv cube -> flat texture -> inv cube ]]
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-- px = 112
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end
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if texture then
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texture = texture:gsub("%^", "\\^"):gsub(":", "\\:") .. fmt("\\^[resize\\:%ux%u", px, px)
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sprite = sprite .. fmt(":0,%u=%s", c * px, texture)
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c++
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if c == lim then break end
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@ -1034,7 +1034,7 @@ local function get_grid_fs(fs, data, rcp, is_recipe)
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if group_cache and group_cache.sprite and not large_recipe then
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local sprite = ESC(group_cache.sprite)
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local size = (i3.settings.sprite_resolution * 1.89) / 256
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local size = btn_size - 0.02
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item_image_button(X, Y, btn_size, btn_size, "", btn_name, "")
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animated_image(X + 0.01, Y + 0.01, size, size, sprite, group_cache.count, 1500)
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