Klonan wrote: ↑
Mon Sep 09, 2019 9:24 am
This isn't really going to work, because you can't read the players zoom level.
Maybe we can add something to the base game to help
Btw, this has always puzzled me. It seems that this would be a simple synchronization of input-actions, so why is zoom not readable? Or rather...is it entirely out of the question to ever make it readable?
As far as hacks and my own thoughts about possible implementations of visual wheather go:
I think it's possible to "hijack" the games zoom by abusing linked_control custom inputs to simply steal all the zoom actions and implement the zooming yourself. This is a horrible hack that would likely be incompatible with any other mod that also tries to do "something with zoom". I've thought about making a generalized implementation, but was unsure if other people would care to use it.
As an approximation and if the graphics are always-same-in-world-size you could ofc simply always assume max zoom level.
If you want to have the graphics as always-same-size-on-screen then maybe support for scale_with_zoom on draw_sprite objects would solve the problem? Currently it seems to be only supported for text objects.