resize avatar
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@@ -20,16 +20,16 @@ GuiAvatars::GuiAvatars(DuelLayers* duelLayers) :
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Add(opponent = NEW GuiAvatar(0, 0, false, mpDuelLayers->getRenderedPlayerOpponent(), GuiAvatar::TOP_LEFT, this));
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opponent->zoom = 0.9f;
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//opponentExile
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Add(opponentExile = NEW GuiExile(-30 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10,
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Add(opponentExile = NEW GuiExile(-30 + GuiAvatar::Width * 1.2f - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10,
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false, mpDuelLayers->getRenderedPlayerOpponent(), this));
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//opponentGraveyard
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Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5, false,
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Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.4f - GuiGameZone::Width / 2, 5, false,
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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//opponentHand
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Add(opponentHand = NEW GuiOpponentHand(-15 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10, false,
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Add(opponentHand = NEW GuiOpponentHand(-15 + GuiAvatar::Width * 1.4f - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10, false,
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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//opponentLibrary
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Add(opponentLibrary = NEW GuiLibrary(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false,
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Add(opponentLibrary = NEW GuiLibrary(5 + GuiAvatar::Width * 1.4f - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false,
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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observer->getCardSelector()->Add(self);
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@@ -145,12 +145,12 @@ void GuiAvatars::Update(float dt)
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void GuiAvatars::Render()
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{
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JRenderer * r = JRenderer::GetInstance();
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float w = 54;
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float h = 54;
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float w = 52;
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float h = 52;
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if (opponent == active)
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{
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r->FillRect(opponent->actX, opponent->actY, 40 * opponent->actZ, h+20 * opponent->actZ, ARGB(200,0,0,0));
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r->FillRect(opponent->actX, opponent->actY, w * opponent->actZ, h * opponent->actZ, ARGB(200,0,0,0));
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r->FillRect(opponent->actX, opponent->actY, 34 * opponent->actZ, h+22 * opponent->actZ, ARGB(200,0,0,0));
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r->FillRect(opponent->actX, opponent->actY, (w * opponent->actZ)-1, (h * opponent->actZ)+2, ARGB(200,0,0,0));
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}
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else if (self == active)
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{
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