increase battlefield "hot area" size, opponent phase ring uses darker glyph vs human
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@@ -106,7 +106,7 @@ GuiPlay::BattleField::BattleField() :
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attackers(0), height(0.0), red(0), colorFlow(0)
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{
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}
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const float GuiPlay::BattleField::HEIGHT = 80.0f;
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const float GuiPlay::BattleField::HEIGHT = 146.0f;
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void GuiPlay::BattleField::addAttacker(MTGCardInstance*)
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{
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++attackers;
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@@ -160,7 +160,10 @@ void GuiPlay::BattleField::Update(float dt)
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void GuiPlay::BattleField::Render()
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{
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if (height > 3)
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JRenderer::GetInstance()->FillRect(44, SCREEN_HEIGHT / 2 + 10 - height / 2, 318, height, ARGB(127, red, 0, 0));
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JRenderer::GetInstance()->FillRect(0, SCREEN_HEIGHT / 2 + 10 - height / 2, 480, height, ARGB(127, red, 0, 0));
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//JQuadPtr fillblack = WResourceManager::Instance()->RetrieveTempQuad("fillblack.png", TEXTURE_SUB_5551);
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//if (fillblack.get() && height > 3)//mask
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//JRenderer::GetInstance()->RenderQuad(fillblack.get(), 0, 70.f, 0, 0.5f, 0.5f);
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}
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GuiPlay::GuiPlay(DuelLayers* view) :
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