commented out the drawing of a line across the screen,
reasons behind this are as follows: 1:separation of the battlefields is already incredibly clear by the huge gap between the center... 2:a line drawn on battlefield that represents the seperation is something that should be handled outside of the engine, in the actual battlefield graphic. 3:on hires screens this line stands out like a sore thumb. 4:the line is draw on top level above the cards making it stand out even worse when you have a battle going. as well as cutting over the top of the cards in displayed hand view. over all the battlefield looks cleaner.
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@@ -97,8 +97,8 @@ bool GuiPhaseBar::Leaving(JButton key)
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void GuiPhaseBar::Render()
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void GuiPhaseBar::Render()
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{
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{
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JQuadPtr quad = WResourceManager::Instance()->GetQuad("phasebar");
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JQuadPtr quad = WResourceManager::Instance()->GetQuad("phasebar");
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//uncomment to draw a hideous line across hires screens.
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JRenderer::GetInstance()->DrawLine(0, CENTER, SCREEN_WIDTH, CENTER, ARGB(255, 255, 255, 255));
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// JRenderer::GetInstance()->DrawLine(0, CENTER, SCREEN_WIDTH, CENTER, ARGB(255, 255, 255, 255));
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unsigned int p = (phase->id + kPhases - 4) * (int) (kWidth + 1);
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unsigned int p = (phase->id + kPhases - 4) * (int) (kWidth + 1);
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float centerYPosition = CENTER + (kWidth / 2) * angle * zoomFactor / (M_PI / 6) - zoomFactor * kWidth / 4;
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float centerYPosition = CENTER + (kWidth / 2) * angle * zoomFactor / (M_PI / 6) - zoomFactor * kWidth / 4;
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