mirror of
https://github.com/yairm210/Unciv.git
synced 2025-09-27 22:06:05 -04:00
Separated "Group to hold visual map based on tilegroups" to a separate class, for reuse in CityScreen, the future map editor, and maybe also in the minimap
This commit is contained in:
parent
24d2a2c320
commit
8038dd4c4f
@ -21,7 +21,7 @@ android {
|
||||
applicationId "com.unciv.app"
|
||||
minSdkVersion 14
|
||||
targetSdkVersion 28
|
||||
versionCode 197
|
||||
versionCode 198
|
||||
versionName "2.12.5"
|
||||
}
|
||||
|
||||
|
@ -183,6 +183,7 @@ class TranslatedSelectBox(values : Collection<String>, default:String, skin: Ski
|
||||
val translation = value.tr()
|
||||
override fun toString()=translation
|
||||
}
|
||||
|
||||
init {
|
||||
val array = Array<TranslatedString>()
|
||||
values.forEach{array.add(TranslatedString(it))}
|
||||
|
37
core/src/com/unciv/ui/worldscreen/TileGroupMap.kt
Normal file
37
core/src/com/unciv/ui/worldscreen/TileGroupMap.kt
Normal file
@ -0,0 +1,37 @@
|
||||
package com.unciv.ui.worldscreen
|
||||
|
||||
import com.badlogic.gdx.scenes.scene2d.Group
|
||||
import com.unciv.logic.HexMath
|
||||
import com.unciv.ui.tilegroups.TileGroup
|
||||
|
||||
class TileGroupMap<T: TileGroup>(tileGroups:Collection<T>): Group(){
|
||||
init{
|
||||
val groupPadding = 600f // This is so that no tile will be stuck "on the side" and be unreachable or difficult to reach
|
||||
|
||||
var topX = 0f
|
||||
var topY = 0f
|
||||
var bottomX = 0f
|
||||
var bottomY = 0f
|
||||
|
||||
for(tileGroup in tileGroups){
|
||||
val positionalVector = HexMath().hex2WorldCoords(tileGroup.tileInfo.position)
|
||||
val groupSize = 50
|
||||
tileGroup.setPosition(positionalVector.x * 0.8f * groupSize.toFloat(),
|
||||
positionalVector.y * 0.8f * groupSize.toFloat())
|
||||
|
||||
addActor(tileGroup)
|
||||
topX = Math.max(topX, tileGroup.x + groupSize)
|
||||
topY = Math.max(topY, tileGroup.y + groupSize)
|
||||
bottomX = Math.min(bottomX, tileGroup.x)
|
||||
bottomY = Math.min(bottomY, tileGroup.y)
|
||||
}
|
||||
|
||||
for (group in tileGroups) {
|
||||
group.moveBy(-bottomX + groupPadding, -bottomY + groupPadding)
|
||||
}
|
||||
|
||||
// there are tiles "below the zero",
|
||||
// so we zero out the starting position of the whole board so they will be displayed as well
|
||||
setSize(topX - bottomX + groupPadding*2, topY - bottomY + groupPadding*2)
|
||||
}
|
||||
}
|
@ -9,7 +9,6 @@ import com.badlogic.gdx.scenes.scene2d.ui.Label
|
||||
import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane
|
||||
import com.badlogic.gdx.scenes.scene2d.utils.ActorGestureListener
|
||||
import com.unciv.UnCivGame
|
||||
import com.unciv.logic.HexMath
|
||||
import com.unciv.logic.automation.UnitAutomation
|
||||
import com.unciv.logic.city.CityInfo
|
||||
import com.unciv.logic.civilization.CivilizationInfo
|
||||
@ -32,40 +31,18 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
|
||||
var moveHereButtonDto :MoveHereButtonDto?=null
|
||||
|
||||
internal fun addTiles() {
|
||||
val allTiles = Group()
|
||||
val groupPadding = 600f // This is so that no tile will be stuck "on the side" and be unreachable or difficult to reach
|
||||
|
||||
var topX = 0f
|
||||
var topY = 0f
|
||||
var bottomX = 0f
|
||||
var bottomY = 0f
|
||||
|
||||
for (tileInfo in tileMap.values) {
|
||||
val tileGroup = WorldTileGroup(worldScreen, tileInfo)
|
||||
val daTileGroups = tileMap.values.map { WorldTileGroup(worldScreen, it) }
|
||||
|
||||
tileGroup.onClick{ onTileClicked(tileInfo)}
|
||||
for(tileGroup in daTileGroups) tileGroups[tileGroup.tileInfo]=tileGroup
|
||||
|
||||
val positionalVector = HexMath().hex2WorldCoords(tileInfo.position)
|
||||
val groupSize = 50
|
||||
tileGroup.setPosition(worldScreen.stage.width / 2 + positionalVector.x * 0.8f * groupSize.toFloat(),
|
||||
worldScreen.stage.height / 2 + positionalVector.y * 0.8f * groupSize.toFloat())
|
||||
val allTiles = TileGroupMap(daTileGroups)
|
||||
|
||||
tileGroups[tileInfo] = tileGroup
|
||||
allTiles.addActor(tileGroup)
|
||||
topX = Math.max(topX, tileGroup.x + groupSize)
|
||||
topY = Math.max(topY, tileGroup.y + groupSize)
|
||||
bottomX = Math.min(bottomX, tileGroup.x)
|
||||
bottomY = Math.min(bottomY, tileGroup.y)
|
||||
for(tileGroup in tileGroups.values){
|
||||
tileGroup.onClick{ onTileClicked(tileGroup.tileInfo)}
|
||||
}
|
||||
|
||||
for (group in tileGroups.values) {
|
||||
group.moveBy(-bottomX + groupPadding, -bottomY + groupPadding)
|
||||
}
|
||||
|
||||
// there are tiles "below the zero",
|
||||
// so we zero out the starting position of the whole board so they will be displayed as well
|
||||
allTiles.setSize(topX - bottomX + groupPadding*2, topY - bottomY + groupPadding*2)
|
||||
|
||||
actor = allTiles
|
||||
setFillParent(true)
|
||||
setOrigin(worldScreen.stage.width/2,worldScreen.stage.height/2)
|
||||
|
Loading…
x
Reference in New Issue
Block a user