Razed cities now have a fire icon next to them

This commit is contained in:
Yair Morgenstern 2018-06-15 16:48:04 +03:00
parent 29245118a6
commit bcd5f02bec
4 changed files with 28 additions and 13 deletions

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After

Width:  |  Height:  |  Size: 5 KiB

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@ -128,6 +128,11 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
cityPickerTable.add(prevCityButton).pad(20f)
}
if(city.isBeingRazed){
val fireImage = ImageGetter.getImage("OtherIcons/Fire.png")
cityPickerTable.add(fireImage).size(20f).padRight(5f)
}
if(city.isCapital()){
val starImage = Image(ImageGetter.getDrawable("OtherIcons/Star.png").tint(Color.LIGHT_GRAY))
cityPickerTable.add(starImage).size(20f).padRight(5f)

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@ -92,12 +92,16 @@ class WorldTileGroup(tileInfo: TileInfo) : TileGroup(tileInfo) {
val emptyPartOfBar = ImageGetter.getImage(ImageGetter.WhiteDot).apply { color = Color.BLACK }
healthBar.add(healthPartOfBar).width(healthBarSize * healthPercent).height(5f)
healthBar.add(emptyPartOfBar).width(healthBarSize * (1 - healthPercent)).height(5f)
add(healthBar).colspan(2).row()
add(healthBar).colspan(3).row()
}
if(city.isBeingRazed){
val fireImage = ImageGetter.getImage("OtherIcons/Fire.png")
add(fireImage).size(20f).padLeft(5f)
}
if(city.isCapital()){
val starImage = Image(ImageGetter.getDrawable("OtherIcons/Star.png").tint(Color.LIGHT_GRAY))
add(starImage).size(20f).padLeft(10f)
add(starImage).size(20f).padLeft(5f)
} else{add()} // this is so the health bar is always 2 columns wide
add(label).pad(10f)
pack()

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@ -126,23 +126,29 @@ class WorldScreen : CameraStageBaseScreen() {
kotlin.concurrent.thread {
game.gameInfo.nextTurn()
shouldUpdate=true
GameSaver().saveGame(game.gameInfo, "Autosave")
// If we put this BEFORE the save game, then we try to save the game...
// but the main thread does other stuff, including showing tutorials which guess what? Changes the game data
// BOOM! Exception!
// That's why this needs to be after the game is saved.
shouldUpdate=true
nextTurnButton.setText("Next turn".tr())
nextTurnButton.enable()
Gdx.input.inputProcessor = stage
displayTutorials("NextTurn")
if(civInfo.happiness<0)
displayTutorials("Unhappiness")
if(civInfo.goldenAges.isGoldenAge())
displayTutorials("GoldenAge")
if(gameInfo.turns>=100)
displayTutorials("ContactMe")
}
displayTutorials("NextTurn")
if(civInfo.happiness<0)
displayTutorials("Unhappiness")
if(civInfo.goldenAges.isGoldenAge())
displayTutorials("GoldenAge")
if(gameInfo.turns>=100)
displayTutorials("ContactMe")
}
return nextTurnButton