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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@@ -47,11 +47,11 @@ void GuiAvatar::Render()
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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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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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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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@@ -135,10 +135,9 @@ void GuiGameZone::Render(){
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mFont->DrawString(buffer, x0+1, actY+1);
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if (actA > 120) mAlpha = 255;
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mFont->SetColor(ARGB(mAlpha,255,255,255));
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fprintf(stderr, "%i\n", mAlpha);
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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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