Sprite System Update

BlitzMax Forums/BlitzMax Programming/Sprite System Update

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Just released another update:

This update makes the physics a little more stable by reversing the order in which the collisions are tested each time Physics.Update() is called.

This update also makes the sprites render much sharper by rendering them at whole pixel boundaries. I tested at 800x600, and I could not tell any difference in smoothness of movement with this change, but the difference in sharpness, especially when a sprite is moving back and forth a little bit at the subpixel level where it would go in and out of focus like mad, is amazing. (The sprites are still MOVED at subpixel levels, they simply aren't DRAWN at subpixel positions.) I think this also

Shadows too are now drawn at whole pixel increments, and a bug was fixed with the calculation of their offset (I was transforming it from sprite space to global space instead of sprite parent space to global space.) Drawing at whole pixel increments fixed an issue where the shadows would shake, changing their distance from the sprite slightly, if the sprite was moving at subpixel levels. This was noticeable when a sprite casting a shadow was moving slowly.