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- function Map.onDraw()
- if isOverworld then
- local flagDrawData = {verts = {}, uvs = {}}
- for k,v in ipairs(flagCoords) do
- local lvlname = v.lvlname
- --Graphics.drawImageToSceneWP(goalFlag, (v.x + levelList[lvlname].x) - camera.x, (v.y + levelList[lvlname].y) - camera.y, 0, 32 * (animFrames[1].frame + v.flagMulti), 32, 32, -85)
- local halfwid = goalFlag.width*0.5
- local hei = 32
- --(math.ceil(0.125*lunatime.tick())%4)+1 local u1,v1,u2,v2 = 0, (args.frame-1)/4, 1, (args.frame)/4;
- table.insert(flagDrawData.verts, (v.x + levelList[lvlname].x) - camera.x-halfwid)
- table.insert(flagDrawData.verts, (v.y + levelList[lvlname].y) - camera.y-hei)
- table.insert(flagDrawData.uvs, 0)
- table.insert(flagDrawData.uvs, ((((math.ceil(0.125*lunatime.tick())%4)+1)-1)+v.flagMulti)/12 )
- table.insert(flagDrawData.verts, (v.x + levelList[lvlname].x) - camera.x+halfwid)
- table.insert(flagDrawData.verts, (v.y + levelList[lvlname].y) - camera.y-hei)
- table.insert(flagDrawData.uvs, 1)
- table.insert(flagDrawData.uvs, ((((math.ceil(0.125*lunatime.tick())%4)+1)-1)+v.flagMulti)/12)
- table.insert(flagDrawData.verts, (v.x + levelList[lvlname].x) - camera.x-halfwid)
- table.insert(flagDrawData.verts, (v.y + levelList[lvlname].y) - camera.y)
- table.insert(flagDrawData.uvs, 0)
- table.insert(flagDrawData.uvs, (((math.ceil(0.125*lunatime.tick())%4)+1)+v.flagMulti)/12)
- table.insert(flagDrawData.verts, (v.x + levelList[lvlname].x) - camera.x-halfwid)
- table.insert(flagDrawData.verts, (v.y + levelList[lvlname].y) - camera.y)
- table.insert(flagDrawData.uvs, 0)
- table.insert(flagDrawData.uvs, (((math.ceil(0.125*lunatime.tick())%4)+1)+v.flagMulti)/12)
- table.insert(flagDrawData.verts, (v.x + levelList[lvlname].x) - camera.x+halfwid)
- table.insert(flagDrawData.verts, (v.y + levelList[lvlname].y) - camera.y-hei)
- table.insert(flagDrawData.uvs, 1)
- table.insert(flagDrawData.uvs, ((((math.ceil(0.125*lunatime.tick())%4)+1)-1)+v.flagMulti)/12)
- table.insert(flagDrawData.verts, (v.x + levelList[lvlname].x) - camera.x+halfwid)
- table.insert(flagDrawData.verts, (v.y + levelList[lvlname].y) - camera.y)
- table.insert(flagDrawData.uvs, 1)
- table.insert(flagDrawData.uvs, (((math.ceil(0.125*lunatime.tick())%4)+1)+v.flagMulti)/12)
- end
- Graphics.glDraw{vertexCoords = flagDrawData.verts, sceneCoords = false, textureCoords = flagDrawData.uvs, primitive = Graphics.GL_TRIANGLES, texture = goalFlag, color = {1,1,1,1}, priority = -85}
- end
- end
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