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uses the world size for both, and it is set as val WORLD_SIZE = Sizes.create3DSize(WINDOW_WIDTH, WINDOW_HEIGHT, DUNGEON_LEVELS), which takes up the entire window.
Now, when trying to use WINDOW_WIDTH - SIDEBAR_WIDTH (which would seem to make sense), we encounter the same overlap issue with the world. I used
in conjunction to resolve this issue, which reduces the size of the log area so it doesn't overlap with the other two.
The source of this problem, I think, is with the .wrapWithBox method, which appears to increase the overall size of the component rather than eating into its interior (like margin, rather than padding in css).
The text was updated successfully, but these errors were encountered:
Thanks, @demoran23 ! The tutorial will get a retrofit this year to support the latest version of Zircon and Amethyst. This will also be fixed in the new version.
In https://hexworks.org/posts/tutorials/2018/12/28/how-to-make-a-roguelike-views-screens-inputs.html, there is some overlap between the sidebar and the log area.
This is exacerbated in https://hexworks.org/posts/tutorials/2019/01/05/how-to-make-a-roguelike-generating-random-caves.html, where there is an additional error. The game world takes up the whole screen, overwriting the sidebar and log area.
This is because
uses the world size for both, and it is set as
val WORLD_SIZE = Sizes.create3DSize(WINDOW_WIDTH, WINDOW_HEIGHT, DUNGEON_LEVELS)
, which takes up the entire window.Now, when trying to use
WINDOW_WIDTH - SIDEBAR_WIDTH
(which would seem to make sense), we encounter the same overlap issue with the world. I usedand
in conjunction to resolve this issue, which reduces the size of the log area so it doesn't overlap with the other two.
The source of this problem, I think, is with the
.wrapWithBox
method, which appears to increase the overall size of the component rather than eating into its interior (like margin, rather than padding in css).The text was updated successfully, but these errors were encountered: