Minimal mod card scale
it's a minimal graphics mod so it's easier to debug. It's a smaller card scale of big render so we have more space to view in game.
This commit is contained in:
@@ -130,7 +130,10 @@ void Interruptible::Render(MTGCardInstance * source, JQuad * targetQuad, string
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if (bigQuad)
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if (bigQuad)
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{
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{
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Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
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/*Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
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CardGui::DrawCard(source, pos, observer->getCardSelector()->GetDrawMode());*/
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Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 0.80f, 0.0, 220);
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pos.actY = 142;//adjust y a little bit
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CardGui::DrawCard(source, pos, observer->getCardSelector()->GetDrawMode());
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CardGui::DrawCard(source, pos, observer->getCardSelector()->GetDrawMode());
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}
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}
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@@ -263,11 +263,13 @@ void CardDisplay::Render()
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{
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{
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mObjects[mCurr]->Render();
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mObjects[mCurr]->Render();
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CardGui * cardg = ((CardGui *) mObjects[mCurr]);
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CardGui * cardg = ((CardGui *) mObjects[mCurr]);
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Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
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//Pos pos = Pos(CardGui::BigWidth / 2, CardGui::BigHeight / 2 - 10, 1.0, 0.0, 220);
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Pos pos = Pos((CardGui::BigWidth / 2), CardGui::BigHeight / 2 - 10, 0.80f, 0.0, 220);
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int drawMode = DrawMode::kNormal;
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int drawMode = DrawMode::kNormal;
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if (observer)
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if (observer)
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{
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{
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pos.actY = 145;
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//pos.actY = 145;
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pos.actY = 142;//reduce y a little
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if (x < (CardGui::BigWidth / 2)) pos.actX = SCREEN_WIDTH - 10 - CardGui::BigWidth / 2;
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if (x < (CardGui::BigWidth / 2)) pos.actX = SCREEN_WIDTH - 10 - CardGui::BigWidth / 2;
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drawMode = observer->getCardSelector()->GetDrawMode();
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drawMode = observer->getCardSelector()->GetDrawMode();
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}
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}
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@@ -153,7 +153,7 @@ void CardGui::Render()
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else
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else
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quad = AlternateThumbQuad(card);
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quad = AlternateThumbQuad(card);
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float cardScale = quad ? 40 / quad->mHeight : 1;
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float cardScale = quad ? 38 / quad->mHeight : 1;
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//I want the below for melded cards but I dont know how to adjust everything else
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//I want the below for melded cards but I dont know how to adjust everything else
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//to look neat and clean. leaving this here incase someone else wants to pretty up the p/t box
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//to look neat and clean. leaving this here incase someone else wants to pretty up the p/t box
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//and line up the position.
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//and line up the position.
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@@ -385,9 +385,11 @@ void CardGui::Render()
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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char buffer[200];
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char buffer[200];
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sprintf(buffer, "%i/%i", card->power, card->life);
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sprintf(buffer, "%i/%i", card->power, card->life);
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renderer->FillRect(actX - (13 * actZ), actY + 4 * actZ, 25.5f * actZ, 14 * actZ,
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//move up the p/t box by increasing ymody
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float ymody = (card->isAttacker()||card->isDefenser())?-6.0f:0.0f;
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renderer->FillRect(actX - (13 * actZ), actY + ymody + 4 * actZ, 25.5f * actZ, 14 * actZ,
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ARGB(((static_cast<unsigned char>(actA))/2),0,0,0));
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ARGB(((static_cast<unsigned char>(actA))/2),0,0,0));
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renderer->DrawRect(actX - (13 * actZ), actY + 4 * actZ, 25.5f * actZ, 14 * actZ,
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renderer->DrawRect(actX - (13 * actZ), actY + ymody + 4 * actZ, 25.5f * actZ, 14 * actZ,
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ARGB(((static_cast<unsigned char>(actA))),20,20,20));
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ARGB(((static_cast<unsigned char>(actA))),20,20,20));
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//damaged or buffed or powered down
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//damaged or buffed or powered down
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if(card->wasDealtDamage && card->life <= 2)
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if(card->wasDealtDamage && card->life <= 2)
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@@ -403,7 +405,7 @@ void CardGui::Render()
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mFont->SetScale(actZ);
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mFont->SetScale(actZ);
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mFont->SetScale(actZ);
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mFont->SetScale(actZ);
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float halfbufferW = (mFont->GetStringWidth(buffer))/2;
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float halfbufferW = (mFont->GetStringWidth(buffer))/2;
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mFont->DrawString(buffer, actX - halfbufferW, actY + 7 * actZ);
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mFont->DrawString(buffer, actX - halfbufferW, actY + ymody + 7 * actZ);
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mFont->SetScale(1);
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mFont->SetScale(1);
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}
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}
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@@ -1123,7 +1125,7 @@ void CardGui::RenderBig(MTGCard* card, const Pos& pos, bool thumb, bool noborder
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// card = (MTGCard*)game->mLayers->actionLayer()->currentActionCard;
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// card = (MTGCard*)game->mLayers->actionLayer()->currentActionCard;
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//i want this but ai targets cards so quickly that it can crash the game.
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//i want this but ai targets cards so quickly that it can crash the game.
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float x = pos.actX;
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float x = pos.actX;
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JQuadPtr alphabeta = WResourceManager::Instance()->RetrieveTempQuad("alphabeta.png");
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JQuadPtr quad = thumb ? WResourceManager::Instance()->RetrieveCard(card, RETRIEVE_THUMB)
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JQuadPtr quad = thumb ? WResourceManager::Instance()->RetrieveCard(card, RETRIEVE_THUMB)
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: WResourceManager::Instance()->RetrieveCard(card);
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: WResourceManager::Instance()->RetrieveCard(card);
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MTGCardInstance * kcard = dynamic_cast<MTGCardInstance*>(card);
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MTGCardInstance * kcard = dynamic_cast<MTGCardInstance*>(card);
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@@ -1145,24 +1147,39 @@ void CardGui::RenderBig(MTGCard* card, const Pos& pos, bool thumb, bool noborder
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if(!noborder)
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if(!noborder)
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{
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{
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if(cardsetname == "2ED"||cardsetname == "RV"||cardsetname == "4ED"||cardsetname == "5ED"||cardsetname == "6ED"||cardsetname == "7ED"||cardsetname == "8ED"||cardsetname == "9ED"||cardsetname == "CHR"||cardsetname == "DM")
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if(cardsetname == "2ED"||cardsetname == "RV"||cardsetname == "4ED"||cardsetname == "5ED"||cardsetname == "6ED"||cardsetname == "7ED"||cardsetname == "8ED"||cardsetname == "9ED"||cardsetname == "CHR"||cardsetname == "DM")
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{
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{//Draw white border
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//like white border
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renderer->FillRoundRect((pos.actX - (pos.actZ * 84.f))-11.5f,(pos.actY - (pos.actZ * 119.7f))-14.f,pos.actZ * 168.f + 6.5f,pos.actZ * 239.4f + 12.f,8.f,ARGB(255,248,248,255));
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renderer->FillRoundRect(x-92,pos.actY-130, (scale * quad->mWidth)-10, (scale * quad->mHeight)-11, 9.0f,ARGB(255,248,248,255));
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renderer->DrawRoundRect((pos.actX - (pos.actZ * 84.f))-11.5f,(pos.actY - (pos.actZ * 119.7f))-14.f,pos.actZ * 168.f + 6.5f,pos.actZ * 239.4f + 12.f,8.f,ARGB(150,20,20,20));
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//black thin line to simulate card edge
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renderer->DrawRoundRect(x-92,pos.actY-130, (scale * quad->mWidth)-10, (scale * quad->mHeight)-11, 9.0f,ARGB(150,20,20,20));
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}
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}
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else
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else
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{
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{
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//like black border
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if(cardsetname == "LEA")
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renderer->FillRoundRect(x-92,pos.actY-130, (scale * quad->mWidth)-10, (scale * quad->mHeight)-11, 9.0f,ARGB(255,10,10,10));
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{//BETA HAS REGULAR BORDER
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//white thin line to simulate card edge
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//Draw more rounder black border
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renderer->DrawRoundRect(x-92,pos.actY-130, (scale * quad->mWidth)-10, (scale * quad->mHeight)-11, 9.0f,ARGB(50,240,240,240));
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renderer->FillRoundRect((pos.actX - (pos.actZ * 84.f))-10.f,(pos.actY - (pos.actZ * 119.7f))-14.f,pos.actZ * 168.f - 0.5f,pos.actZ * 239.4f + 8.f,10.f,ARGB(255,5,5,5));
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renderer->DrawRoundRect((pos.actX - (pos.actZ * 84.f))-10.f,(pos.actY - (pos.actZ * 119.7f))-14.f,pos.actZ * 168.f - 0.5f,pos.actZ * 239.4f + 8.f,10.f,ARGB(50,240,240,240));
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}
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else
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{//draw black border
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renderer->FillRoundRect((pos.actX - (pos.actZ * 84.f))-11.5f,(pos.actY - (pos.actZ * 119.7f))-14.f,pos.actZ * 168.f + 6.5f,pos.actZ * 239.4f + 12.f,8.f,ARGB(255,5,5,5));
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renderer->DrawRoundRect((pos.actX - (pos.actZ * 84.f))-11.5f,(pos.actY - (pos.actZ * 119.7f))-14.f,pos.actZ * 168.f + 6.5f,pos.actZ * 239.4f + 12.f,8.f,ARGB(50,240,240,240));
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}
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}
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}
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//render card image
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renderer->RenderQuad(quad.get(), x, pos.actY-2, pos.actT, scale-0.02f, scale-0.02f);
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}
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}
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else
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//draw inner border
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renderer->RenderQuad(quad.get(), x, pos.actY, pos.actT, scale, scale);
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if(cardsetname == "LEA"||cardsetname == "LEB")
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{
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if(alphabeta.get())
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{
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alphabeta->SetHotSpot(static_cast<float> (alphabeta->mWidth / 2), static_cast<float> (alphabeta->mHeight / 2));
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float myscale = pos.actZ * 254 / alphabeta->mHeight;
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alphabeta->SetColor(ARGB((int)pos.actA,255,255,255));
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renderer->RenderQuad(alphabeta.get(), x, pos.actY+0.2f, pos.actT, myscale, myscale);
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}
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}
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float modxscale = (cardsetname =="UNH")?0.02f:0.0f;
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float modyscale = (cardsetname =="UNH")?0.015f:0.0f;
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renderer->RenderQuad(quad.get(), x, pos.actY, pos.actT, scale+modxscale, scale+modyscale);
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RenderCountersBig(card, pos);
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RenderCountersBig(card, pos);
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return;
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return;
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@@ -339,8 +339,14 @@ void CardSelector::Render()
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active->Render();
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active->Render();
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if (CardView* card = dynamic_cast<CardView*>(active) )
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if (CardView* card = dynamic_cast<CardView*>(active) )
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{
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{
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//if(timer > 0)
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//card->DrawCard(bigpos, mDrawMode);
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if(timer > 0)
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if(timer > 0)
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card->DrawCard(bigpos, mDrawMode);
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{
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float modx = 14.f;
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Pos npos = Pos(bigpos.x+modx,bigpos.y-4.f,bigpos.zoom-(bigpos.zoom/5),bigpos.t,bigpos.alpha);
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card->DrawCard(npos, mDrawMode);
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}
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}
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}
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}
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}
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}
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}
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