Don't use atlas for clouds. Helps to eliminate texture seam.
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a7310e43b1
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@ -6,3 +6,4 @@ blobwarsAttrition
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.DS_Store
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dist/*
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/blobwarsAttrition.exe
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/.errors
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4
makefile
4
makefile
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@ -20,9 +20,11 @@ _OBJS += unixInit.o
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include common.mk
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CXXFLAGS += `sdl2-config --cflags` -DVERSION=$(VERSION) -DREVISION=$(REVISION) -DDATA_DIR=\"$(DATA_DIR)\" -DLOCALE_DIR=\"$(LOCALE_DIR)\"
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CXXFLAGS += -Wall -Wempty-body -ansi -pedantic -Wstrict-prototypes -Werror=maybe-uninitialized -Warray-bounds
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CXXFLAGS += -g -lefence
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CXXFLAGS += -fms-extensions -std=gnu11
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ifneq ("$(wildcard .errors)","")
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CXXFLAGS += -Wall -Wempty-body -Werror -Wstrict-prototypes -Werror=maybe-uninitialized -Warray-bounds
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endif
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LDFLAGS += `sdl2-config --libs` -lSDL2_mixer -lSDL2_image -lSDL2_ttf -lm -lz -lpng
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@ -52,7 +52,7 @@ static HubMission *hubMissionTail;
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static HubMission *selectedMission;
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static Atlas *worldMap;
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static Atlas *alert;
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static Atlas *clouds;
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static Texture *clouds;
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static Sprite *cursorSpr;
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static Sprite *keySprites[MAX_KEY_TYPES];
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static Texture *atlasTexture;
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@ -84,7 +84,7 @@ void initHub(void)
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atlasTexture = getTexture("gfx/atlas/atlas.png");
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worldMap = getImageFromAtlas("gfx/hub/worldMap.jpg");
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alert = getImageFromAtlas("gfx/hub/alert.png");
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clouds = getImageFromAtlas("gfx/hub/clouds.png");
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clouds = getTexture("gfx/hub/clouds.png");
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cursorSpr = getSprite("Cursor");
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for (i = 0 ; i < MAX_KEY_TYPES ; i++)
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@ -377,7 +377,7 @@ static void draw(void)
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{
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blitRectScaled(atlasTexture->texture, 0, 0, app.config.winWidth, app.config.winHeight, &worldMap->rect, 0);
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drawBackground(atlasTexture->texture, &clouds->rect);
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drawBackground(clouds->texture);
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drawMissions();
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@ -39,7 +39,7 @@ extern int clearControl(int type);
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extern void doStats(void);
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extern void doTrophies(void);
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extern void doWidgets(void);
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extern void drawBackground(SDL_Texture *texture, SDL_Rect *srcRect);
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extern void drawBackground(SDL_Texture *texture);
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extern void drawOutlineRect(int x, int y, int w, int h, int r, int g, int b, int a);
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extern void drawRect(int x, int y, int w, int h, int r, int g, int b, int a);
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extern void drawStats(void);
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@ -254,13 +254,19 @@ void scrollBackground(float x, float y)
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}
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}
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void drawBackground(SDL_Texture *texture, SDL_Rect *srcRect)
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void drawBackground(SDL_Texture *texture)
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{
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int i;
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SDL_Rect dstRect;
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for (i = 0 ; i < 4 ; i++)
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{
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blitRectScaled(texture, backgroundPoint[i].x, backgroundPoint[i].y, app.config.winWidth - 1, app.config.winHeight - 1, srcRect, 0);
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dstRect.x = backgroundPoint[i].x;
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dstRect.y = backgroundPoint[i].y;
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dstRect.w = app.config.winWidth - 1;
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dstRect.h = app.config.winHeight - 1;
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SDL_RenderCopy(app.renderer, texture, NULL, &dstRect);
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}
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}
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