Added crosshair image on attackable enemies

This commit is contained in:
Yair Morgenstern 2018-08-09 21:04:25 +03:00
parent 39cd9c9fa7
commit 4f727df216
4 changed files with 24 additions and 3 deletions

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@ -40,7 +40,7 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
val isOwnedByEnemy = neighborOwner!=null && neighborOwner!=unit.civInfo
if ((isOwnedByEnemy && neighbor.isCityCenter())// Enemy city,
|| (neighbor.getUnits().isNotEmpty() && neighbor.getUnits().first().civInfo!=unit.civInfo) // Enemy unit
|| (isOwnedByEnemy && !unit.civInfo.canEnterTiles(neighborOwner!!))
|| (isOwnedByEnemy && !unit.civInfo.canEnterTiles(neighborOwner!!)) // enemyTile
)
totalDistanceToTile = unitMovement // Can't go here.
// The reason that we don't just "return" is so that when calculating how to reach an enemy,

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@ -27,6 +27,7 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
protected var civilianUnitImage: Group? = null
protected var militaryUnitImage: Group? = null
private val circleImage = ImageGetter.getImage("OtherIcons/Circle.png") // for blue and red circles on the tile
private val crosshairImage = ImageGetter.getImage("OtherIcons/Crosshair.png") // for blue and red circles on the tile
private val fogImage = ImageGetter.getImage("TerrainIcons/Fog.png")
var yieldGroup = YieldGroup()
@ -41,6 +42,7 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
addHexagon(groupSize)
addCircleImage()
addFogImage()
addCrosshairImage()
}
private fun addCircleImage() {
@ -59,6 +61,19 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
addActor(fogImage)
}
private fun addCrosshairImage(){
crosshairImage.width=70f
crosshairImage.height=70f
crosshairImage.center(this)
crosshairImage.isVisible=false
crosshairImage.color= Color.WHITE.cpy().apply { a=0.5f }
addActor(crosshairImage)
}
fun showCrosshair(){
crosshairImage.isVisible=true
}
private fun addHexagon(groupSize: Float) {
val imageScale = groupSize * 1.5f / hexagon.width
hexagon.setScale(imageScale)
@ -107,6 +122,9 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
updateRoadImages()
updateBorderImages()
crosshairImage.toFront()
crosshairImage.isVisible=false
fogImage.toFront()
fogImage.isVisible=!(isViewable || UnCivGame.Current.viewEntireMapForDebug)
}

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@ -96,7 +96,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
if((playerViewableTiles.contains(WG.tileInfo) || UnCivGame.Current.viewEntireMapForDebug)
&& unitsInTile.isNotEmpty() && unitsInTile.first().civInfo!=civInfo)
WG.showCircle(Color.RED)
} // Display ALL viewable enemies ewith a red circle so that users don't need to go "hunting" for enemy units
} // Display ALL viewable enemies with a red circle so that users don't need to go "hunting" for enemy units
if(worldScreen.bottomBar.unitTable.selectedUnit!=null){
val unit = worldScreen.bottomBar.unitTable.selectedUnit!!
@ -118,7 +118,10 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
&& it.getUnits().first().owner != unit.owner
&& (playerViewableTiles.contains(it) || UnCivGame.Current.viewEntireMapForDebug)}) {
if(unit.getBaseUnit().unitType== UnitType.Civilian) tileGroups[tile]!!.hideCircle()
else tileGroups[tile]!!.showCircle(colorFromRGB(237, 41, 57))
else {
tileGroups[tile]!!.showCircle(colorFromRGB(237, 41, 57))
tileGroups[tile]!!.showCrosshair()
}
}
}