Population is assigned/unassigned in cities by clicking on the tile, not just the population symbol

This commit is contained in:
Yair Morgenstern 2018-11-06 22:49:40 +02:00
parent a062b02bb5
commit a7694867d0
6 changed files with 369 additions and 387 deletions

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@ -21,34 +21,22 @@
CityEntered: [
[
"Welcome to your first city!",
"As of now, you only have 1 population,",
" but this will grow when you amass enough surplus food"
"As of now, you only have 1 population, but this will grow when you amass enough surplus food",
"Similarly, your city's borders grow when you amass enough culture,",
" which is not generated by tiles but rather by buildings."
],
[
"Similarly, your city's borders grow when you",
" amass enough culture, which is not generated",
" by tiles but rather by buildings."
"Each population in your city can work a single tile, providing the city with that tile's yields.",
"Population can be assigned and unassigned by clicking on the tiles - ",
" but of course, you can only assign population if you have idle population to spare!"
],
[
"Each population in your city can work",
" a single tile, providing the city with that tile's yields.",
],
[
"Population can be assigned and unassigned",
" by clicking on the green population symbols on the tiles - ",
" but of course, you can only assign population",
" if you have idle population to spare!"
],
[
"The center tile off a city is always worked,",
" and doesn't require population,",
"The center tile of a city is always worked, and doesn't require population,",
" but it cannot be improved by tile improvements."
],
[
"The city's production always goes towards the",
" current construction - you can pick the city's",
" construction by clicking on the construction",
" button on the bottom-left"
"The city's production always goes towards the current construction - ",
"you can pick the city's construction by clicking on the construction button on the bottom-left"
]
],
@ -71,11 +59,9 @@
" more construction options, improvements, and abilities"
],
[
"Most technologies are dependent on",
" other technologies being researched - ",
"Most technologies are dependent on other technologies being researched - ",
" but you can choose a technology to aspire to,",
" and your civilization will research the",
" necessary technologies to get there"
" and your civilization will research the necessary technologies to get there"
]
],
@ -83,18 +69,15 @@
CityFounded : [
[
"You have founded a city!",
"Cities are the lifeblood of your empire,",
" providing gold and science empire-wide,",
"Cities are the lifeblood of your empire, providing gold and science empire-wide,",
" which are displayed on the top bar."
],
[
"Science is used to research technologies.",
"You can enter the technology screen by clicking",
" on the button on the top-left, underneath the bar",
"You can enter the technology screen by clicking on the button on the top-left, underneath the bar",
],
[
"You can click the city name to enter",
" the city screen to assign population,",
"You can click the city name to enter the city screen to assign population,",
" choose production, and see information on the city"
]
],
@ -102,15 +85,14 @@
NewGame: [
[
"Hello, and welcome to Unciv!",
"Civilization games can be complex, so we'll",
" be guiding you along your first journey.",
"Civilization games can be complex, so we'll be guiding you along your first journey.",
"Before we begin, let's review some basic game concepts."
],
[
"You start out with two units -",
"You start out with a few units -",
" a Settler - who can found a city,",
" and a scout, for exploring the area.",
" Click on a tile to assign orders the unit!"
"Click on a tile to assign orders the unit!"
]
],

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@ -204,7 +204,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
}
else if (!tileInfo.isCityCenter() && tileGroup.populationImage==null) { // workable
tileGroup.addPopulationIcon()
tileGroup.populationImage!!.onClick {
tileGroup.onClick {
if (!tileInfo.isWorked() && city.population.getFreePopulation() > 0)
city.workedTiles.add(tileInfo.position)
else if (tileInfo.isWorked()) city.workedTiles.remove(tileInfo.position)