diff --git a/projects/mtg/src/CardGui.cpp b/projects/mtg/src/CardGui.cpp index d40e49d6d..64d0e5569 100644 --- a/projects/mtg/src/CardGui.cpp +++ b/projects/mtg/src/CardGui.cpp @@ -270,6 +270,20 @@ void CardGui::Render() if (mask && quad) JRenderer::GetInstance()->FillRect(actX - (scale * quad->mWidth / 2),actY - (scale * quad->mHeight / 2), scale * quad->mWidth, scale* quad->mHeight, mask); + if (tc && tc->alreadyHasTarget(card))//paint targets red. + { + if (card->isTapped()) + { + renderer->FillRect(actX - (scale * quad->mWidth / 2)-7,actY - (scale * quad->mHeight / 2)+7,scale* quad->mHeight,scale * quad->mWidth, ARGB(128,255,0,0)); + } + else + { + renderer->FillRect(actX - (scale * quad->mWidth / 2),actY - (scale * quad->mHeight / 2), scale * quad->mWidth, scale* quad->mHeight, ARGB(128,255,0,0)); + } + } + if(tc && tc->source && tc->source->view->actZ >= 1.3)//paint the source green while infocus. + renderer->FillRect(tc->source->view->actX - (scale * quad->mWidth / 2),tc->source->view->actY - (scale * quad->mHeight / 2), scale*quad->mWidth, scale*quad->mHeight, ARGB(128,0,255,0)); + PlayGuiObject::Render(); } diff --git a/projects/mtg/src/Credits.cpp b/projects/mtg/src/Credits.cpp index 2be58b5cd..486c0a889 100644 --- a/projects/mtg/src/Credits.cpp +++ b/projects/mtg/src/Credits.cpp @@ -134,14 +134,18 @@ void Credits::compute(Player * _p1, Player * _p2, GameApp * _app) } else if ((unlocked = isStoneHewerUnlocked())) { - unlockedTextureName = "stonehewer_unlocked.png"; + //unlockedTextureName = "stonehewer_unlocked.png";//until we can find a nice free use font. + CreditBonus * b = NEW CreditBonus(0, _("Stone Hewer Basic Unlocked")); + bonus.push_back(b); goa = (GameOptionAward*) &options[Options::STONEHEWER_MODE_UNLOCKED]; goa->giveAward(); options.save(); } else if ((unlocked = isHermitUnlocked())) { - unlockedTextureName = "hermit_unlocked.png"; + //unlockedTextureName = "hermit_unlocked.png";//until we can find a nice free use font. + CreditBonus * b = NEW CreditBonus(0, _("Hermit Druid Basic Unlocked")); + bonus.push_back(b); goa = (GameOptionAward*) &options[Options::HERMIT_MODE_UNLOCKED]; goa->giveAward(); options.save();