Fix for issue 29, please review both code and result, thanks :)
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@@ -32,7 +32,7 @@ void GuiAvatar::Render()
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}
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currentLife = life;
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r->FillRect(actX+2, actY+2, Width, Height, ARGB((int)(actA / 2), 0, 0, 0));
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r->FillRect(actX+2, actY+2, Width * actZ, Height *actZ, ARGB((int)(actA / 2), 0, 0, 0));
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JQuad * quad = player->mAvatar;
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if (quad)
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@@ -44,6 +44,17 @@ void GuiAvatar::Render()
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}
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quad->SetColor(ARGB((int)actA, 255, avatarRed, avatarRed));
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r->RenderQuad(quad, actX, actY, actT, actZ, actZ);
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if (mHasFocus){
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switch (corner)
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{
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case TOP_LEFT :
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r->FillRect(actX,actY,quad->mWidth * actZ,quad->mHeight * actZ, ARGB(abs(128 - wave),255,255,255));
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break;
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case BOTTOM_RIGHT :
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r->FillRect(actX - quad->mWidth * actZ,actY - quad->mHeight * actZ,quad->mWidth * actZ,quad->mHeight * actZ, ARGB(abs(128 - wave),255,255,255));
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break;
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}
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}
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}
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if (avatarRed < 255){
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@@ -52,11 +63,13 @@ void GuiAvatar::Render()
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avatarRed = 255;
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}
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if (game->currentPlayer == player)
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r->DrawRect(actX-1, actY-1, 37, 52, ARGB((int)actA, 0, 255, 0));
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r->DrawRect(actX-1, actY-1, 37 * actZ, 52*actZ, ARGB((int)actA, 0, 255, 0));
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else if (game->currentActionPlayer == player)
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r->DrawRect(actX, actY, 35, 50, ARGB((int)actA, 0, 0, 255));
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r->DrawRect(actX, actY, 35 *actZ, 50 * actZ, ARGB((int)actA, 0, 0, 255));
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if (game->isInterrupting == player)
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r->DrawRect(actX, actY, 35, 50, ARGB((int)actA, 255, 0, 0));
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r->DrawRect(actX, actY, 35 * actZ, 50*actZ, ARGB((int)actA, 255, 0, 0));
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//Life
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char buffer[5];
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@@ -100,19 +113,29 @@ void GuiGameZone::Render(){
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//Texture
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JQuad * quad = resources.GetQuad("back_thumb");
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float scale = defaultHeight / quad->mHeight;
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quad->SetColor(ARGB((int)(actA/2),255,255,255));
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quad->SetColor(ARGB((int)(actA),255,255,255));
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JRenderer::GetInstance()->RenderQuad(quad, actX, actY, 0.0, scale, scale);
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JRenderer::GetInstance()->RenderQuad(quad, actX, actY, 0.0, scale * actZ, scale * actZ);
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float x0 = actX;
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if (x0 < SCREEN_WIDTH/2) {
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x0+=7;
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}
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if (mHasFocus)
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JRenderer::GetInstance()->FillRect(actX,actY,quad->mWidth * scale * actZ,quad->mHeight *scale * actZ, ARGB(abs(128 - wave),255,255,255));
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//Number of cards
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JLBFont * mFont = resources.GetJLBFont(Constants::MAIN_FONT);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[11];
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sprintf(buffer,"%i", zone->nb_cards);
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mFont->SetColor(ARGB((int)(actA/4),0,0,0));
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mFont->DrawString(buffer, actX+1, actY+1);
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mFont->SetColor(ARGB((int)actA,255,255,255));
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mFont->DrawString(buffer, actX, actY);
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mFont->SetColor(ARGB((int)(actA),0,0,0));
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mFont->DrawString(buffer, x0+1, actY+1);
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mFont->SetColor(ARGB(actA > 120 ? 255: (int)(actA),255,255,255));
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mFont->DrawString(buffer, x0, actY);
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if (showCards) cd->Render();
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for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)
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