swap zone position for opponent

swap position of opponent exile zone and opponent library zone, since a
lot of codes use reveal for library, and hand, it's much easier to
target the exile . Also cards that display from the top of library is
not blocked anymore.
This commit is contained in:
Anthony Calosa
2017-03-04 04:21:43 +08:00
parent 3b58790c96
commit 06285c11c7
2 changed files with 7 additions and 7 deletions

View File

@@ -343,7 +343,7 @@ void CardSelector::Render()
//card->DrawCard(bigpos, mDrawMode); //card->DrawCard(bigpos, mDrawMode);
if(timer > 0) if(timer > 0)
{ {
float modx = 14.f; float modx = 0.f;
Pos npos = Pos(bigpos.x+modx,bigpos.y-4.f,bigpos.zoom-(bigpos.zoom/5),bigpos.t,bigpos.alpha); Pos npos = Pos(bigpos.x+modx,bigpos.y-4.f,bigpos.zoom-(bigpos.zoom/5),bigpos.t,bigpos.alpha);
card->DrawCard(npos, mDrawMode); card->DrawCard(npos, mDrawMode);
} }

View File

@@ -20,17 +20,17 @@ GuiAvatars::GuiAvatars(DuelLayers* duelLayers) :
Add(opponent = NEW GuiAvatar(0, 0, false, mpDuelLayers->getRenderedPlayerOpponent(), GuiAvatar::TOP_LEFT, this)); Add(opponent = NEW GuiAvatar(0, 0, false, mpDuelLayers->getRenderedPlayerOpponent(), GuiAvatar::TOP_LEFT, this));
opponent->zoom = 0.9f; opponent->zoom = 0.9f;
//opponentExile //opponentExile
Add(opponentExile = NEW GuiExile(-30 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10, Add(opponentExile = NEW GuiExile(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false,
false, mpDuelLayers->getRenderedPlayerOpponent(), this)); mpDuelLayers->getRenderedPlayerOpponent(), this));
//opponentGraveyard //opponentGraveyard
Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5, false, Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5, false,
mpDuelLayers->getRenderedPlayerOpponent(), this)); mpDuelLayers->getRenderedPlayerOpponent(), this));
//opponentHand //opponentHand
Add(opponentHand = NEW GuiOpponentHand(-15 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10, false, Add(opponentHand = NEW GuiOpponentHand(-15 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 43 + GuiGameZone::Height - 10, false,
mpDuelLayers->getRenderedPlayerOpponent(), this)); mpDuelLayers->getRenderedPlayerOpponent(), this));
//opponentLibrary //opponentLibrary
Add(opponentLibrary = NEW GuiLibrary(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false, Add(opponentLibrary = NEW GuiLibrary(-30 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 43 + GuiGameZone::Height - 10,
mpDuelLayers->getRenderedPlayerOpponent(), this)); false, mpDuelLayers->getRenderedPlayerOpponent(), this));
observer->getCardSelector()->Add(self); observer->getCardSelector()->Add(self);
observer->getCardSelector()->Add(selfGraveyard); observer->getCardSelector()->Add(selfGraveyard);
@@ -149,7 +149,7 @@ void GuiAvatars::Render()
float h = 54; float h = 54;
if (opponent == active) if (opponent == active)
{ {
r->FillRect(opponent->actX, opponent->actY, 40 * opponent->actZ, h+20 * opponent->actZ, ARGB(200,0,0,0)); r->FillRect(opponent->actX, opponent->actY, 40 * opponent->actZ, h+25 * opponent->actZ, ARGB(200,0,0,0));
r->FillRect(opponent->actX, opponent->actY, w * opponent->actZ, h * opponent->actZ, ARGB(200,0,0,0)); r->FillRect(opponent->actX, opponent->actY, w * opponent->actZ, h * opponent->actZ, ARGB(200,0,0,0));
} }
else if (self == active) else if (self == active)