v0.6.1a: fixed texture oddness while zooming on low res screens

This commit is contained in:
Evan Debenham 2017-08-16 23:53:23 -04:00
parent bde794bb8f
commit daa82f615b

View File

@ -22,11 +22,11 @@
package com.shatteredpixel.shatteredpixeldungeon.scenes; package com.shatteredpixel.shatteredpixeldungeon.scenes;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon; import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
import com.watabou.input.Touchscreen.Touch; import com.watabou.input.Touchscreen.Touch;
import com.watabou.noosa.Camera; import com.watabou.noosa.Camera;
import com.watabou.noosa.TouchArea; import com.watabou.noosa.TouchArea;
@ -167,7 +167,7 @@ public class CellSelector extends TouchArea {
float curSpan = PointF.distance( touch.current, another.current ); float curSpan = PointF.distance( touch.current, another.current );
camera.zoom( GameMath.gate( camera.zoom( GameMath.gate(
PixelScene.minZoom, PixelScene.minZoom,
startZoom * curSpan / startSpan, PixelScene.align(startZoom * curSpan / startSpan),
PixelScene.maxZoom ) ); PixelScene.maxZoom ) );
} else { } else {