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No-overwrite algorithm, wrong foreground on Tunesia #377

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SimonN opened this issue Jan 27, 2019 · 1 comment
Open

No-overwrite algorithm, wrong foreground on Tunesia #377

SimonN opened this issue Jan 27, 2019 · 1 comment

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@SimonN
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SimonN commented Jan 27, 2019

Lix 0.9.24

In the 3-player cylindrical map Tunesia in levels/network/3p/simon/tunesia.txt, look at the floor near the exits. Near the torus seam, the sand is in front of the horizontal pillar.

The sand should be behind the horizontal pillar. This was correct in C++ Lix.

@SimonN
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SimonN commented Jan 27, 2019

The tile group is wider than the level itself. The no-overwrite algorithm specification doesn't cover groups like this. Lix's drawing code doesn't cover such tiles either, it would be ambiguous anyway. Only the physics handle such tiles: One may contrive examplese where lixes walk over black solid pixels (because the group is only drawn twice, even if it reaches across the torus boundary more than once).

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