RyanC
Member
Hi All,
I was wondering if anyone can see an issue with this code I am using?
My level editor in game has the following code to round and floor all x and y positions so that the level strings are shorter to send to the server etc.
The issue is that I am occasionally seeing objects over the top of each other after exporting the level.
After running some tests, it seems to happen when the instances are around the 0 position in the room.
I was wondering if anyone can see an issue with this code I am using?
My level editor in game has the following code to round and floor all x and y positions so that the level strings are shorter to send to the server etc.
The issue is that I am occasionally seeing objects over the top of each other after exporting the level.
After running some tests, it seems to happen when the instances are around the 0 position in the room.
GML:
global.X = floor(global.X);
global.Y = floor(global.Y);
// new snap function
with(obj_place)
{
x = global.X +(floor((x-global.X) / gem_width) * gem_width)+gem_width;
y = global.Y +(floor((y-global.Y) / gem_width) * gem_width)+gem_width;
}
repeat(instance_number(obj_place))
{
with(instance_nearest(0,0,obj_place))
{
global.level_str += string(floor(x/gem_scale))+","
global.level_str += string(floor(y/gem_scale))+","
global.level_str += string(o_index)+","
instance_destroy();
}
}
Last edited: