{"id":356,"date":"2014-05-25T07:12:13","date_gmt":"2014-05-25T14:12:13","guid":{"rendered":"https:\/\/www.crabattack.org\/blog\/hawk\/?p=356"},"modified":"2014-05-25T07:12:13","modified_gmt":"2014-05-25T14:12:13","slug":"may-25th-2014","status":"publish","type":"post","link":"https:\/\/www.crabattack.org\/blog\/hawk\/may-25th-2014\/","title":{"rendered":"May 25th, 2014"},"content":{"rendered":"<p>I had hoped to get the display part of this thing up and running this week, but illness happened. The code part of it is complete, but\u00a0doing the\u00a0necessary additions to related code and\u00a0making it capable of actually compiling\u00a0still need to be done.<\/p>\n<p>You might recall last week that I decided to make sprite caching operate by having parent scale\/tint\/rotation\/etc applied to the cache texture instead of the individual cached\u00a0sprites that make up the texture. At this point I had the idea of storing a second set of world\u00a0coordinates for each of these cached sprites to keep track of where they really were in the world rather than where they were relative to their cache texture.<\/p>\n<p>This idea was rather naive\u00a0in that I considered world coordinates to be calculated the same way as if the cache wasn&#8217;t\u00a0there.\u00a0Of course in reality scaling up a texture that has a sprite in it isn&#8217;t the same as scaling that sprite up directly- its position ends up shifting as part of the scale operation! Once my head had cleared I ended up shifting to a system where collision coordinates\u00a0are converted between the\u00a0render targets as needed for nested cache sprites, as well as other systems such as\u00a0the map camera.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I had hoped to get the display part of this thing up and running this week, but illness happened. The code part of it is complete, but\u00a0doing the\u00a0necessary additions to related code and\u00a0making it capable of actually compiling\u00a0still need to be done. You might recall last week that I decided to make sprite caching operate&#8230; <a href=\"https:\/\/www.crabattack.org\/blog\/hawk\/may-25th-2014\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">May 25th, 2014<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-356","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/posts\/356","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/comments?post=356"}],"version-history":[{"count":1,"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/posts\/356\/revisions"}],"predecessor-version":[{"id":357,"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/posts\/356\/revisions\/357"}],"wp:attachment":[{"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/media?parent=356"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/categories?post=356"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.crabattack.org\/blog\/hawk\/wp-json\/wp\/v2\/tags?post=356"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}