fix minimap image for live radar
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@ -120,7 +120,7 @@ function drawImage(context, imgSelector, x, y, alpha = 1) {
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function checkCanvasSize(canvas, context, minimap, map) {
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let width = Math.round(minimap.width());
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if (Math.round(context.canvas.width) != width) {
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if (Math.round(context.canvas.width) !== width) {
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canvas.width(width);
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canvas.height(width);
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@ -266,7 +266,7 @@ function updateRadarData() {
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});
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$.each(newRadarData, function (index, value) {
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if (previousRadarData != undefined && index < previousRadarData.length) {
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if (previousRadarData !== undefined && index < previousRadarData.length) {
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let previous = previousRadarData[index];
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@ -280,7 +280,7 @@ function updateRadarData() {
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}
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// we don't want to treat a disconnected player snapshot as the previous
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else if (previous.guid == value.guid) {
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else if (previous.guid === value.guid) {
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value.previous = previous;
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}
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@ -308,7 +308,7 @@ function updateRadarData() {
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previousRadarData = newRadarData;
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$('#map_name').html(stateInfo.mapInfo.alias);
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$('#map_list').css('background-image', `url(../images/radar/minimaps/compass_map_${stateInfo.mapInfo.name}@('@')2x.jpg)`);
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$('#map_list').css('background-image', `url(../images/radar/minimaps/compass_map_${stateInfo.mapInfo.name}@2x.jpg)`);
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checkCanvasSize(stateInfo.canvas, stateInfo.ctx, $('#map_list'), stateInfo.mapInfo);
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updatePlayerData();
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}
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@ -351,8 +351,8 @@ function updateMap() {
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const endX = ((stateInfo.mapInfo.maxLeft - rotatedCurrentLocation.y) * stateInfo.mapScaler) + (stateInfo.mapInfo.left * stateInfo.imageScaler);
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const endY = ((stateInfo.mapInfo.maxTop - rotatedCurrentLocation.x) * stateInfo.mapScalerY) + (stateInfo.mapInfo.top * stateInfo.imageScaler);
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let teamColor = value.team == 'allies' ? 'rgb(0, 122, 204, 1)' : 'rgb(255, 69, 69)';
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let fovColor = value.team == 'allies' ? 'rgba(0, 122, 204, 0.2)' : 'rgba(255, 69, 69, 0.2)';
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let teamColor = value.team === 'allies' ? 'rgb(0, 122, 204, 1)' : 'rgb(255, 69, 69)';
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let fovColor = value.team === 'allies' ? 'rgba(0, 122, 204, 0.2)' : 'rgba(255, 69, 69, 0.2)';
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// this takes care of moving past the roll-over point of yaw/pitch (ie 360->0)
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const rollAngleFix = fixRollAngles(value.previous.radianAngles, value.radianAngles);
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