Organized minimap UI
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5b66f8f0f7
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254d415968
1 changed files with 12 additions and 4 deletions
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@ -47,8 +47,16 @@ class WorldScreen : CameraStageBaseScreen() {
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topBar.y - nextTurnButton.height - 10f)
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notificationsScroll = NotificationsScroll(this)
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notificationsScroll.width = stage.width/3
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minimap.setSize(stage.width/5,stage.height/5)
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minimap.x = stage.width - minimap.width
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val externalMinimapWrapper = Table()
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val internalMinimapWrapper = Table()
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internalMinimapWrapper.add(minimap).size(stage.width/5,stage.height/5)
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internalMinimapWrapper.background=ImageGetter.getBackground(Color.GRAY)
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internalMinimapWrapper.pack()
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externalMinimapWrapper.add(internalMinimapWrapper).pad(5f)
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externalMinimapWrapper.background=ImageGetter.getBackground(Color.WHITE)
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externalMinimapWrapper.pack()
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externalMinimapWrapper.x = stage.width - externalMinimapWrapper.width
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tileMapHolder.addTiles()
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@ -58,7 +66,7 @@ class WorldScreen : CameraStageBaseScreen() {
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}
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stage.addActor(tileMapHolder)
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stage.addActor(minimap)
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stage.addActor(externalMinimapWrapper)
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stage.addActor(topBar)
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stage.addActor(nextTurnButton)
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stage.addActor(techButton)
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@ -134,7 +142,7 @@ class WorldScreen : CameraStageBaseScreen() {
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bottomBar.update(tileMapHolder.selectedTile) // has to come before tilemapholder update because the tilemapholder actions depend on the selected unit!
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minimap.update(cloneCivilization)
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minimap.y = bottomBar.height
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minimap.parent.parent.y = bottomBar.height // couldn't be bothered to create a separate val for minimap wrapper
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unitActionsTable.update(bottomBar.unitTable.selectedUnit)
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unitActionsTable.y = bottomBar.height
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