* 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.
This commit is contained in:
jean.chalard
2009-10-11 05:47:31 +00:00
parent 9688d923a7
commit 38d7a96095
4 changed files with 73 additions and 42 deletions

View File

@@ -47,11 +47,11 @@ void GuiAvatar::Render()
if (mHasFocus){
switch (corner)
{
case TOP_LEFT :
case TOP_LEFT :
r->FillRect(actX,actY,quad->mWidth * actZ,quad->mHeight * actZ, ARGB(abs(128 - wave),255,255,255));
break;
case BOTTOM_RIGHT :
r->FillRect(actX - quad->mWidth * actZ,actY - quad->mHeight * actZ,quad->mWidth * actZ,quad->mHeight * actZ, ARGB(abs(128 - wave),255,255,255));
case BOTTOM_RIGHT :
r->FillRect(actX - quad->mWidth * actZ,actY - quad->mHeight * actZ,quad->mWidth * actZ,quad->mHeight * actZ, ARGB(abs(128 - wave),255,255,255));
break;
}
}
@@ -135,10 +135,9 @@ void GuiGameZone::Render(){
mFont->DrawString(buffer, x0+1, actY+1);
if (actA > 120) mAlpha = 255;
mFont->SetColor(ARGB(mAlpha,255,255,255));
fprintf(stderr, "%i\n", mAlpha);
mFont->DrawString(buffer, x0, actY);
if (showCards) cd->Render();
for (vector<CardView*>::iterator it = cards.begin(); it != cards.end(); ++it)