Borders consist of both civ colors, making some borders (esp. Germany) much clearer
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02c2da9347
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9e7b6ca90d
1 changed files with 20 additions and 8 deletions
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@ -435,7 +435,8 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
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previousTileOwner = tileOwner
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if (tileOwner == null) return
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val civColor = tileInfo.getOwner()!!.nation.getOuterColor()
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val civOuterColor = tileInfo.getOwner()!!.nation.getOuterColor()
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val civInnerColor = tileInfo.getOwner()!!.nation.getInnerColor()
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for (neighbor in tileInfo.neighbors) {
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val neighborOwner = neighbor.getOwner()
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if (neighborOwner == tileOwner && borderImages.containsKey(neighbor)) // the neighbor used to not belong to us, but now it's ours
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@ -452,14 +453,25 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
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// This is some crazy voodoo magic so I'll explain.
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val images = mutableListOf<Image>()
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borderImages[neighbor] = images
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val sign = if (relativeWorldPosition.x < 0) -1 else 1
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val angle = sign * (atan(sign * relativeWorldPosition.y / relativeWorldPosition.x) * 180 / PI - 90.0).toFloat()
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val borderImage = ImageGetter.getWhiteDot()
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borderImage.setSize(27f,2f) // The order is important. First we set the size,
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borderImage.setOrigin(Align.center) // THEN the origin is correct,
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borderImage.rotateBy(angle) // and the rotation works.
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borderImage.center(this) // move to center of tile
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borderImage.moveBy(-relativeWorldPosition.x * 0.75f * 25f, -relativeWorldPosition.y * 0.75f * 25f)
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borderImage.color = civInnerColor
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miscLayerGroup.addActor(borderImage)
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images.add(borderImage)
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for (i in -2..2) {
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val image = ImageGetter.getTriangle()
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val sign = if (relativeWorldPosition.x < 0) -1 else 1
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val angle = sign * (atan(sign * relativeWorldPosition.y / relativeWorldPosition.x) * 180 / PI - 90.0)
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image.setSize(5f, 5f)
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image.setOrigin(image.width/2,image.height/2)
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image.rotateBy(angle.toFloat())
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image.setOrigin(Align.center)
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image.rotateBy(angle)
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image.center(this)
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// in addTiles, we set the position of groups by relative world position *0.8*groupSize, filter groupSize = 50
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// Here, we want to have the borders start HALFWAY THERE and extend towards the tiles, so we give them a position of 0.8*25.
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@ -468,12 +480,12 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
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image.moveBy(-relativeWorldPosition.x * 0.75f * 25f, -relativeWorldPosition.y * 0.75f * 25f)
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// And now, move it within the tileBaseImage side according to i.
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// Remember, if from the center of the heagon to the middle of the side is an (a,b) vecctor,
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// Remember, if from the center of the hexagon to the middle of the side is an (a,b) vecctor,
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// Then within the side, which is of course perpendicular to the (a,b) vector,
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// we can move with multiples of (b,-a) which is perpendicular to (a,b)
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image.moveBy(relativeWorldPosition.y * i * 4, -relativeWorldPosition.x * i * 4)
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image.color = civColor
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image.color = civOuterColor
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miscLayerGroup.addActor(image)
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images.add(image)
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}
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