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https://github.com/yairm210/Unciv.git
synced 2024-12-22 21:34:39 +07:00
Game now fits to the screen, without 'extra bits'
Roads now make movement cost 1/2 before machinery and 1/3 after
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060be89e55
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@ -21,7 +21,7 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 9
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targetSdkVersion 25
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versionCode 6
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versionCode 8
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versionName "0.9"
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}
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buildTypes {
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@ -94,7 +94,10 @@ public class TileMap{
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for(TileInfo tileToCheck : tilesToCheck)
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for (TileInfo maybeUpdatedTile : getTilesInDistance(tileToCheck.position,1)) {
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float distanceBetweenTiles = maybeUpdatedTile.getLastTerrain().movementCost;
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if(tileToCheck.roadStatus!=RoadStatus.None && maybeUpdatedTile.roadStatus!=RoadStatus.None) distanceBetweenTiles = 1/3f;
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if(tileToCheck.roadStatus!=RoadStatus.None && maybeUpdatedTile.roadStatus!=RoadStatus.None) {
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if(CivilizationInfo.current().tech.isResearched("Machinery")) distanceBetweenTiles = 1 / 3f;
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else distanceBetweenTiles = 1/2f;
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}
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if(tileToCheck.roadStatus==RoadStatus.Railroad && maybeUpdatedTile.roadStatus==RoadStatus.Railroad) distanceBetweenTiles = 1/10f;
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float totalDistanceToTile = distanceToTiles.get(tileToCheck)+ distanceBetweenTiles;
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if (!distanceToTiles.containsKey(maybeUpdatedTile) || distanceToTiles.get(maybeUpdatedTile) > totalDistanceToTile) {
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@ -10,7 +10,9 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.scenes.scene2d.ui.Image;
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import com.badlogic.gdx.scenes.scene2d.ui.Skin;
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import com.badlogic.gdx.utils.viewport.ExtendViewport;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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import com.badlogic.gdx.utils.viewport.ScreenViewport;
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import java.util.HashMap;
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@ -24,7 +26,8 @@ public class CameraStageBaseScreen implements Screen {
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public CameraStageBaseScreen(UnCivGame game) {
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this.game = game;
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stage = new Stage(new FitViewport(1000,600),batch);
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stage = new Stage(new ExtendViewport(1000,600
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),batch);// FitViewport(1000,600)
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Gdx.input.setInputProcessor(stage);
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}
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@ -198,12 +198,12 @@ public class CityScreen extends CameraStageBaseScreen {
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CityStatsTable.row();
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HashMap<String,String> CityStatsValues = new LinkedHashMap<String, String>();
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CityStatsValues.put("production",Math.round(stats.production) +"");
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CityStatsValues.put("food",Math.round(stats.food)
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CityStatsValues.put("Production",Math.round(stats.production) +"");
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CityStatsValues.put("Food",Math.round(stats.food)
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+" ("+cityInfo.foodStored+"/"+cityInfo.foodToNextPopulation()+")");
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CityStatsValues.put("gold",Math.round(stats.gold) +"");
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CityStatsValues.put("science",Math.round(stats.science) +"");
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CityStatsValues.put("culture",Math.round(stats.culture)
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CityStatsValues.put("Gold",Math.round(stats.gold) +"");
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CityStatsValues.put("Science",Math.round(stats.science) +"");
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CityStatsValues.put("Culture",Math.round(stats.culture)
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+" ("+cityInfo.cultureStored+"/"+cityInfo.getCultureToNextTile()+")");
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CityStatsValues.put("Population",cityInfo.getFreePopulation()+"/"+cityInfo.population);
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@ -251,11 +251,11 @@ public class CityScreen extends CameraStageBaseScreen {
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TileTable.row();
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HashMap<String,Float> TileStatsValues = new HashMap<String, Float>();
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TileStatsValues.put("production",stats.production);
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TileStatsValues.put("food",stats.food);
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TileStatsValues.put("gold",stats.gold);
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TileStatsValues.put("science",stats.science);
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TileStatsValues.put("culture",stats.culture);
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TileStatsValues.put("Production",stats.production);
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TileStatsValues.put("Food",stats.food);
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TileStatsValues.put("Gold",stats.gold);
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TileStatsValues.put("Science",stats.science);
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TileStatsValues.put("Culture",stats.culture);
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for(String key : TileStatsValues.keySet()){
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if(TileStatsValues.get(key) == 0) continue; // this tile gives nothing of this stat, so why even display it?
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@ -8,11 +8,14 @@ import com.unciv.civinfo.CivilizationInfo;
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import com.unciv.civinfo.Unit;
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import com.unciv.game.pickerscreens.GameSaver;
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import com.unciv.models.gamebasics.BasicHelp;
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import com.unciv.models.gamebasics.Building;
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import com.unciv.models.gamebasics.GameBasics;
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import com.unciv.models.gamebasics.Technology;
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import com.unciv.models.LinqHashMap;
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import com.unciv.models.gamebasics.TechColumn;
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import com.unciv.models.gamebasics.Terrain;
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import com.unciv.models.gamebasics.TileImprovement;
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import com.unciv.models.gamebasics.TileResource;
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public class UnCivGame extends Game {
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@ -64,9 +67,9 @@ public class UnCivGame extends Game {
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}
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private void SetupGameBasics() {
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GameBasics.Buildings = CreateHashmap(com.unciv.models.gamebasics.Building.class,GetFromJson(com.unciv.models.gamebasics.Building[].class,"Buildings"));
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GameBasics.Terrains = CreateHashmap(com.unciv.models.gamebasics.Terrain.class,GetFromJson(com.unciv.models.gamebasics.Terrain[].class,"Terrains"));
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GameBasics.TileResources = CreateHashmap(com.unciv.models.gamebasics.TileResource.class,GetFromJson(com.unciv.models.gamebasics.TileResource[].class,"TileResources"));
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GameBasics.Buildings = CreateHashmap(Building.class,GetFromJson(Building[].class,"Buildings"));
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GameBasics.Terrains = CreateHashmap(Terrain.class,GetFromJson(Terrain[].class,"Terrains"));
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GameBasics.TileResources = CreateHashmap(TileResource.class,GetFromJson(TileResource[].class,"TileResources"));
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GameBasics.TileImprovements = CreateHashmap(TileImprovement.class,GetFromJson(TileImprovement[].class,"TileImprovements"));
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GameBasics.Helps = CreateHashmap(BasicHelp.class,GetFromJson(BasicHelp[].class,"BasicHelp"));
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@ -79,7 +82,7 @@ public class UnCivGame extends Game {
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GameBasics.Technologies.put(tech.name,tech);
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}
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}
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for(com.unciv.models.gamebasics.Building building : GameBasics.Buildings.values()){
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for(Building building : GameBasics.Buildings.values()){
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if(building.requiredTech == null) continue;
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TechColumn column = building.GetRequiredTech().column;
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building.cost = building.isWonder ? column.wonderCost : column.buildingCost;
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@ -312,11 +312,11 @@ public class WorldScreen extends CameraStageBaseScreen {
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HashMap<String,Float> TileStatsValues = new HashMap<String, Float>();
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TileStatsValues.put("production",stats.production);
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TileStatsValues.put("food",stats.food);
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TileStatsValues.put("gold",stats.gold);
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TileStatsValues.put("science",stats.science);
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TileStatsValues.put("culture",stats.culture);
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TileStatsValues.put("Production",stats.production);
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TileStatsValues.put("Food",stats.food);
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TileStatsValues.put("Gold",stats.gold);
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TileStatsValues.put("Science",stats.science);
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TileStatsValues.put("Culture",stats.culture);
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for(String key : TileStatsValues.keySet()){
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if(TileStatsValues.get(key) == 0) continue; // this tile gives nothing of this stat, so why even display it?
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4
gradle/wrapper/gradle-wrapper.properties
vendored
4
gradle/wrapper/gradle-wrapper.properties
vendored
@ -1,6 +1,6 @@
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#Mon Oct 09 11:06:23 IDT 2017
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#Tue Dec 05 12:43:36 IST 2017
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distributionBase=GRADLE_USER_HOME
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distributionPath=wrapper/dists
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zipStoreBase=GRADLE_USER_HOME
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zipStorePath=wrapper/dists
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distributionUrl=https\://services.gradle.org/distributions/gradle-3.3-all.zip
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distributionUrl=https\://services.gradle.org/distributions/gradle-3.3-all.zip
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