Fix Y value Calculation.
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1 file changed
+5
-5
@@ -503,15 +503,15 @@ function redrawDynamics(){
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// Placing this here means the map should always snap to the player if the toggle is on.
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// Placing this here means the map should always snap to the player if the toggle is on.
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// Placing it after culling means that if the user fast travels the map won't snap to them until manually scrolled to near their position.
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// Placing it after culling means that if the user fast travels the map won't snap to them until manually scrolled to near their position.
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if(MapData.layers.gps && marker.type === 'player') {
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if(MapData.layers.gps && marker.type === 'player') {
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//This works fine
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// These functions are very closely related to convertX and convertY
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let newX = -marker.position.x * MapData.view.scale + mapCanvas.width * 0.5;
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let newX = -marker.position.x * MapData.view.scale + mapCanvas.width * 0.5;
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if(Math.abs(MapData.view.x - newX) >= 10) { // Needs some tuning, but the idea is to not keep calling the map update _constantly_ when stationary.
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let newY = ((MapData.matrix.minY+MapData.matrix.maxY-marker.position.z) * MapData.view.scale - mapCanvas.height * 0.5);
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if(Math.abs(MapData.view.x - newX) >= 10 || Math.abs(MapData.view.y - newY) >= 10) {
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MapData.view.x = newX;
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MapData.view.x = newX;
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MapData.view.y = newY;
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MapData.view.dirty = true;
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MapData.view.dirty = true;
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}
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}
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//This calculation does not
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// MapData.view.y = -marker.position.z * MapData.view.scale;
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}
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}
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if(marker.hidden || (marker.minZoom && MapData.view.scale < marker.minZoom) || (marker.maxZoom && MapData.view.scale > marker.maxZoom)) continue;
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if(marker.hidden || (marker.minZoom && MapData.view.scale < marker.minZoom) || (marker.maxZoom && MapData.view.scale > marker.maxZoom)) continue;
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