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Smooth new Kushite background
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Authored by Polakrity on Thu, Jan 24, 5:40 AM.

Details

Reviewers
Stan
Summary

In the same spirit as #D982, fix something not really notifiable.

There are small slutterings when the Kushite background is scrolling.
Adding the round_coordinates attribute for all sprites fix it.

Also I move the offset of balcony a few pixels to display a bit more the guard.
(The balcony isn't fully displayed following the resolution of the user's screen maybe we can scale it a bit.)

Test Plan

Focus your attention on the elements of background like balcony, clouds.. and notice the slutterings.
Apply the patch and see the little difference.

*You can delete the others backgrounds in public\gui\pregame\backgrounds to avoid displaying them.

Diff Detail

Repository
rP 0 A.D. Public Repository
Lint
Lint Skipped
Unit
Unit Tests Skipped
Build Status
Buildable 6904
Build 11316: Vulcan BuildJenkins

Event Timeline

Polakrity created this revision.Thu, Jan 24, 5:40 AM
Vulcan added a subscriber: Vulcan.Thu, Jan 24, 5:43 AM

Successful build - Chance fights ever on the side of the prudent.

Linter detected issues:
Executing section Source...
Executing section JS...
|    | [NORMAL] ESLintBear (no-trailing-spaces):
|    | Trailing spaces not allowed.
|----|    | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/gui/pregame/backgrounds/kush.js
|    |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/gui/pregame/backgrounds/kush.js
|  16|  16| 			"tiling": true,
|  17|  17| 		},
|  18|  18| 		{
|  19|    |-			"offset": (time, width) => -55,	
|    |  19|+			"offset": (time, width) => -55,
|  20|  20| 			"sprite": "background-kush1-4",
|  21|  21| 			"tiling": false,
|  22|  22| 		},
Executing section cli...

Link to build: https://jenkins.wildfiregames.com/job/differential/991/

Polakrity edited the summary of this revision. (Show Details)Thu, Jan 24, 5:47 AM
Stan added a reviewer: Stan.Thu, Jan 24, 8:28 AM
Stan added a subscriber: Stan.

The reason I offsetted it a little is for 16/10 resolution and 21/9 to reduce the damage.

Did you check those resolutions as well as 1024x768 ?
Someone reported the clouds moved too fast can you check ?
Thanks for the patch !

binaries/data/mods/public/gui/pregame/backgrounds/kush.xml
30

This seemed to have no effect whatsoever' are you sure it's useful ?

Polakrity added a comment.EditedThu, Jan 24, 12:11 PM

I didn't really notice the clouds move too fast but maybe its just me.

Polakrity marked an inline comment as done.Thu, Jan 24, 12:12 PM
Polakrity added inline comments.
binaries/data/mods/public/gui/pregame/backgrounds/kush.xml
30

I added this without really take account of what is it.
I think this wrapping effect was useful for avoid the occurence of black border.
But since rev 16747 its use has become useless.

Stan added inline comments.Thu, Jan 24, 12:50 PM
binaries/data/mods/public/gui/pregame/backgrounds/kush.xml
30

Do you know why, If I could clamp the sprite to the edge that would be way better than manually offsetting it.

Polakrity updated this revision to Diff 7383.Thu, Jan 24, 2:08 PM

Update patch:
Maybe a better balcony scale.
And remove the effect.

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/differential/994/

Stan added inline comments.Thu, Jan 24, 11:57 PM
binaries/data/mods/public/gui/pregame/backgrounds/kush.js
18–19

If you reduce the height of the window it will break IIRC hence why I left the guard a bit on the edge. Clamping would be nice ...

Polakrity updated this revision to Diff 7465.Thu, Feb 7, 3:24 PM
Polakrity marked an inline comment as done.
Vulcan added a comment.Thu, Feb 7, 3:25 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/differential/1050/

nani added a subscriber: nani.Thu, Feb 7, 3:36 PM

I can also feel the clouds move too fast relative to the city+river+desert+near mountain (looks like if the clouds are very close).

Also the parallax effect for the far distant mountains+sky doesn't feel coordinated with city+river+desert+near mountain one

Stan added a comment.Thu, Feb 7, 3:51 PM

@nani Feel free to suggest values.

@Polakrity if I understand correctly the piece of code you added in mainmenu.js allows the clamping ? :) If so, maybe it would be be nice to check for the sprite's attribute instead of the offset ?

What do you mean by the sprite's attribute?

And I just visualized the kush1_1.png image.
Is it desired to not display the desert in the menu?

nani added a comment.EditedFri, Feb 8, 6:27 PM

How about this?

		{
			"offset": (time, width) => 0.07 * width * Math.cos(0.1 * time),
			"sprite": "background-kush1-1",
			"tiling": true,
		},
		{
			"offset": (time, width) => 0.05 * width * Math.cos(0.1 * time),
			"sprite": "background-kush1-2",
			"tiling": true,
		},
		{
			"offset": (time, width) => 0.04 * width * Math.cos(0.1 * time) + 0.01 * width * Math.cos(0.04 * time),
			"sprite": "background-kush1-3",
			"tiling": true,
		},
		{
			"offset": (time, width) => -40,
			"sprite": "background-kush1-4",
			"tiling": false,
		}