CityScreen now also uses TileGroupMap
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4 changed files with 29 additions and 48 deletions
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@ -1,10 +1,7 @@
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package com.unciv.ui.cityscreen
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Group
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import com.badlogic.gdx.scenes.scene2d.InputEvent
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import com.badlogic.gdx.scenes.scene2d.ui.*
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import com.badlogic.gdx.scenes.scene2d.utils.ActorGestureListener
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import com.unciv.UnCivGame
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import com.unciv.logic.HexMath
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import com.unciv.logic.city.CityInfo
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@ -13,6 +10,7 @@ import com.unciv.models.gamebasics.tr
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import com.unciv.models.stats.Stat
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import com.unciv.models.stats.Stats
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import com.unciv.ui.utils.*
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import com.unciv.ui.worldscreen.TileGroupMap
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import java.util.*
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import kotlin.math.ceil
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import kotlin.math.round
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@ -114,7 +112,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
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turnsToPopString = "[$turnsToPopulation] turns to new population".tr()
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} else if (city.cityStats.currentCityStats.food < 0) {
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val turnsToStarvation = ceil(city.population.foodStored / -city.cityStats.currentCityStats.food).toInt()
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turnsToPopString = "[$turnsToStarvation] turns to lose population"
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turnsToPopString = "[$turnsToStarvation] turns to lose population".tr()
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} else {
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turnsToPopString = "Stopped population growth".tr()
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}
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@ -216,12 +214,14 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
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private fun addTiles() {
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val cityInfo = city
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val allTiles = Group()
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for (tileInfo in cityInfo.getCenterTile().getTilesInDistance(5)) {
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if (!city.civInfo.exploredTiles.contains(tileInfo.position)) continue // Don't even bother to display it.
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val tileGroup = CityTileGroup(cityInfo, tileInfo)
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val tilesInRange = city.getTilesInRange()
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val cityTileGroups = cityInfo.getCenterTile().getTilesInDistance(5)
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.filter { city.civInfo.exploredTiles.contains(it.position) }
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.map { CityTileGroup(cityInfo, it) }
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val tilesInRange = city.getTilesInRange()
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for (tileGroup in cityTileGroups) {
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val tileInfo = tileGroup.tileInfo
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// this needs to happen on update, because we can buy tiles, which changes the definition of the bought tiles...
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var shouldToggleTilesWorked = false
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@ -255,39 +255,25 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
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update()
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}
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tileGroups.add(tileGroup)
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val positionalVector = HexMath().hex2WorldCoords(tileInfo.position.cpy().sub(cityInfo.location))
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val groupSize = 50
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tileGroup.setPosition(stage.width / 2 + positionalVector.x * 0.8f * groupSize.toFloat(),
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stage.height / 2 + positionalVector.y * 0.8f * groupSize.toFloat())
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tileGroups.add(tileGroup)
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allTiles.addActor(tileGroup)
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}
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val scrollPane = ScrollPane(allTiles)
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scrollPane.setFillParent(true)
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scrollPane.setPosition(cityTilesX, cityTilesY)
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val tileMapGroup = TileGroupMap(tileGroups,300f)
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val scrollPane = ScrollPane(tileMapGroup)
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scrollPane.setSize(stage.width,stage.height)
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scrollPane.setOrigin(stage.width / 2, stage.height / 2)
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scrollPane.addListener(object : ActorGestureListener() {
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var lastScale = 1f
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var lastInitialDistance = 0f
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override fun zoom(event: InputEvent?, initialDistance: Float, distance: Float) {
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if (lastInitialDistance != initialDistance) {
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lastInitialDistance = initialDistance
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lastScale = scrollPane.scaleX
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}
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val scale = Math.sqrt((distance / initialDistance).toDouble()).toFloat() * lastScale
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scrollPane.setScale(scale)
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}
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override fun pan(event: InputEvent?, x: Float, y: Float, deltaX: Float, deltaY: Float) {
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scrollPane.moveBy(deltaX * scrollPane.scaleX, deltaY * scrollPane.scaleX)
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cityTilesX = scrollPane.x
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cityTilesY = scrollPane.y
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}
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})
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scrollPane.center(stage)
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stage.addActor(scrollPane)
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scrollPane.layout() // center scrolling
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scrollPane.scrollPercentX=0.5f
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scrollPane.scrollPercentY=0.5f
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scrollPane.updateVisualScroll()
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}
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private fun updateTileTable() {
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@ -329,9 +315,4 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
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tileTable.setPosition(stage.width - 5f - tileTable.width, 5f)
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stage.addActor(tileTable)
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}
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companion object {
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@Transient var cityTilesX = 0f
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@Transient var cityTilesY = 0f
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}
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}
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@ -18,6 +18,8 @@ class CityTileGroup(private val city: CityInfo, tileInfo: TileInfo) : TileGroup(
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populationImage = ImageGetter.getImage("StatIcons/City_Center_(Civ6).png")
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addActor(populationImage)
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}
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}
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fun update() {
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@ -4,14 +4,12 @@ import com.badlogic.gdx.scenes.scene2d.Group
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import com.unciv.logic.HexMath
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import com.unciv.ui.tilegroups.TileGroup
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class TileGroupMap<T: TileGroup>(tileGroups:Collection<T>): Group(){
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class TileGroupMap<T: TileGroup>(tileGroups:Collection<T>, padding:Float): Group(){
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init{
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val groupPadding = 600f // This is so that no tile will be stuck "on the side" and be unreachable or difficult to reach
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var topX = 0f
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var topY = 0f
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var bottomX = 0f
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var bottomY = 0f
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var topX = -Float.MAX_VALUE
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var topY = -Float.MAX_VALUE
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var bottomX = Float.MAX_VALUE
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var bottomY = Float.MAX_VALUE
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for(tileGroup in tileGroups){
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val positionalVector = HexMath().hex2WorldCoords(tileGroup.tileInfo.position)
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@ -27,11 +25,11 @@ class TileGroupMap<T: TileGroup>(tileGroups:Collection<T>): Group(){
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}
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for (group in tileGroups) {
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group.moveBy(-bottomX + groupPadding, -bottomY + groupPadding)
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group.moveBy(-bottomX + padding, -bottomY + padding)
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}
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// there are tiles "below the zero",
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// so we zero out the starting position of the whole board so they will be displayed as well
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setSize(topX - bottomX + groupPadding*2, topY - bottomY + groupPadding*2)
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setSize(topX - bottomX + padding*2, topY - bottomY + padding*2)
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}
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}
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@ -37,7 +37,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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for(tileGroup in daTileGroups) tileGroups[tileGroup.tileInfo]=tileGroup
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val allTiles = TileGroupMap(daTileGroups)
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val allTiles = TileGroupMap(daTileGroups,600f)
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for(tileGroup in tileGroups.values){
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tileGroup.onClick{ onTileClicked(tileGroup.tileInfo)}
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