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mobile -> enable combat arrows on 2 player
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@@ -320,16 +320,17 @@ public class Graphics {
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fillCircle(skinColor.getColor(), x2, y2, arrowThickness);
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drawLineArrow(arrowThickness, skinColor.getColor(), x1, y1, x2, y2);
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fillCircle(Color.WHITE, x2, y2, arrowThickness / 2);
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drawLine(arrowThickness / 3, Color.WHITE, x1, y1, x2, y2);
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drawLineArrow(arrowThickness / 3, Color.WHITE, x1, y1, x2, y2);
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//drawLine(arrowThickness / 3, Color.WHITE, x1, y1, x2, y2);
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}
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public void drawLineArrow(float thickness, Color color, float x1, float y1, float x2, float y2) {
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batch.end(); //must pause batch while rendering shapes
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float angle = new Vector2(x1 - x2, y1 - y2).angleRad();
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/*float angle = new Vector2(x1 - x2, y1 - y2).angleRad();
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float arrowHeadRotation = (float) (Math.PI * 0.8f);
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Vector2 arrowCorner3 = new Vector2(x2 + (thickness / 3) * (float) Math.cos(angle + arrowHeadRotation), y2 + (thickness / 3) * (float) Math.sin(angle + arrowHeadRotation));
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Vector2 arrowCorner4 = new Vector2(x2 + (thickness / 3) * (float) Math.cos(angle - arrowHeadRotation), y2 + (thickness / 3) * (float) Math.sin(angle - arrowHeadRotation));
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Vector2 arrowCorner4 = new Vector2(x2 + (thickness / 3) * (float) Math.cos(angle - arrowHeadRotation), y2 + (thickness / 3) * (float) Math.sin(angle - arrowHeadRotation));*/
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if (thickness > 1) {
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Gdx.gl.glLineWidth(thickness);
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@@ -479,7 +479,7 @@ public class MatchScreen extends FScreen {
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//draw arrows for combat
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final CombatView combat = game.getCombat();
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for (CardView c : cardsonBattlefield) {
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TargetingOverlay.assembleArrows(g, c, endpoints, combat, is4Player() || is3Player() ? playerViewSet : null);
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TargetingOverlay.assembleArrows(g, c, endpoints, combat, playerViewSet);
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}
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} catch (Exception e) {
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}
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