J :
* Change inplay balance. - Spells now stack three by three. - Spells try to space a little more. - Creatures and land stack to the left until they hit the big card, at which point they start displaying more compactly. At some point, they start using all the screen even if it's under the hand.
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@@ -14,30 +14,29 @@ class GuiPlay : public GuiLayer
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protected:
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class CardStack {
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protected:
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unsigned total;
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float baseX, baseY;
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float x, y;
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public:
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void reset(float x, float y);
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void reset(unsigned total, float x, float y);
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void Enstack(CardView*);
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void RenderSpell(MTGCardInstance*, iterator begin, iterator end, float x, float y);
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};
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class HorzStack : public CardStack {
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protected:
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const float maxWidth;
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float maxHeight;
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public:
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HorzStack(float width = HORZWIDTH);
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void reset(float x, float y);
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HorzStack();
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void reset(unsigned total, float x, float y);
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void Render(CardView*, iterator begin, iterator end);
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void Enstack(CardView*);
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};
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class VertStack : public CardStack {
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protected:
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float maxHeight;
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unsigned count;
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public:
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VertStack(float height = VERTHEIGHT);
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VertStack();
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void reset(unsigned total, float x, float y);
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void Render(CardView*, iterator begin, iterator end);
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void Enstack(CardView*);
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inline float nextX();
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@@ -56,7 +55,7 @@ class GuiPlay : public GuiLayer
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void addAttacker(MTGCardInstance*);
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void removeAttacker(MTGCardInstance*);
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void reset(float x, float y);
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BattleField(float width = HORZWIDTH);
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BattleField();
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void EnstackAttacker(CardView*);
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void EnstackBlocker(CardView*);
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void Update(float dt);
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