Fix so attack and defend icons appear

This commit is contained in:
drdev
2014-09-26 10:44:08 +00:00
parent 1cc9056b7b
commit 88cd6b0ba1
2 changed files with 7 additions and 16 deletions

View File

@@ -468,7 +468,7 @@ public class CardPanel extends SkinnedPanel implements CardContainer, IDisposabl
if (card.isAttacking()) { if (card.isAttacking()) {
CardFaceSymbols.drawSymbol("attack", g, combatXSymbols, ySymbols); CardFaceSymbols.drawSymbol("attack", g, combatXSymbols, ySymbols);
} }
if (card.isBlocking()) { else if (card.isBlocking()) {
CardFaceSymbols.drawSymbol("defend", g, combatXSymbols, ySymbols); CardFaceSymbols.drawSymbol("defend", g, combatXSymbols, ySymbols);
} }

View File

@@ -23,7 +23,6 @@ import forge.assets.ImageCache;
import forge.assets.TextRenderer; import forge.assets.TextRenderer;
import forge.card.CardDetailUtil.DetailColors; import forge.card.CardDetailUtil.DetailColors;
import forge.card.mana.ManaCost; import forge.card.mana.ManaCost;
import forge.game.zone.ZoneType;
import forge.item.IPaperCard; import forge.item.IPaperCard;
import forge.match.MatchUtil; import forge.match.MatchUtil;
import forge.model.FModel; import forge.model.FModel;
@@ -34,8 +33,6 @@ import forge.toolbox.FDialog;
import forge.toolbox.FList; import forge.toolbox.FList;
import forge.util.Utils; import forge.util.Utils;
import forge.view.CardView; import forge.view.CardView;
import forge.view.CombatView;
import forge.view.IGameView;
import forge.view.CardView.CardStateView; import forge.view.CardView.CardStateView;
import forge.view.ViewUtil; import forge.view.ViewUtil;
@@ -608,20 +605,14 @@ public class CardRenderer {
final float stateXSymbols = (x + (w / 2)) - otherSymbolsSize / 2; final float stateXSymbols = (x + (w / 2)) - otherSymbolsSize / 2;
final float ySymbols = (y + h) - (h / 8) - otherSymbolsSize / 2; final float ySymbols = (y + h) - (h / 8) - otherSymbolsSize / 2;
final IGameView game = MatchUtil.getGameView(); if (card.isAttacking()) {
if (game != null) { CardFaceSymbols.drawSymbol("attack", g, combatXSymbols, ySymbols, otherSymbolsSize, otherSymbolsSize);
final CombatView combat = game.getCombat(); }
if (combat != null) { else if (card.isBlocking()) {
if (combat.isAttacking(card)) { CardFaceSymbols.drawSymbol("defend", g, combatXSymbols, ySymbols, otherSymbolsSize, otherSymbolsSize);
CardFaceSymbols.drawSymbol("attack", g, combatXSymbols, ySymbols, otherSymbolsSize, otherSymbolsSize);
}
if (combat.isBlocking(card)) {
CardFaceSymbols.drawSymbol("defend", g, combatXSymbols, ySymbols, otherSymbolsSize, otherSymbolsSize);
}
}
} }
if (onTop && details.isCreature() && card.isSick() && card.getZone() == ZoneType.Battlefield) { if (onTop && card.isSick()) {
//only needed if on top since otherwise symbol will be hidden //only needed if on top since otherwise symbol will be hidden
CardFaceSymbols.drawSymbol("summonsick", g, stateXSymbols, ySymbols, otherSymbolsSize, otherSymbolsSize); CardFaceSymbols.drawSymbol("summonsick", g, stateXSymbols, ySymbols, otherSymbolsSize, otherSymbolsSize);
} }