Namely:
* pixel tweaks in frame backgrounds
* "random" frame sprite orientation
class Player {
Model.Player model;
class Player {
Model.Player model;
int colorToken;
String nicknameToken;
String avatarToken;
int colorToken;
String nicknameToken;
String avatarToken;
Group avatar;
Text stoneCounter;
Text message;
Sprite castle;
Text stone;
Group avatar;
Text stoneCounter;
Text message;
Sprite castle;
Text stone;
void init(com.codingame.game.Player p) {
model = p.model;
void init(com.codingame.game.Player p) {
model = p.model;
int x = p0 ? 280 : 1920 - 280;
int y = 220;
int x = p0 ? 280 : 1920 - 280;
int y = 220;
- Sprite border1 = graphicEntityModule.createSprite()
+ Sprite frame = graphicEntityModule.createSprite()
.setImage("frame.png")
.setAnchor(0.5)
.setImage("frame.png")
.setAnchor(0.5)
.setZIndex(22)
.setTint(colorToken);
.setZIndex(22)
.setTint(colorToken);
- Sprite border2 = graphicEntityModule.createSprite()
+ Sprite frameBg = graphicEntityModule.createSprite()
.setImage("frame_bg.png")
.setAnchor(0.5)
.setImage("frame_bg.png")
.setAnchor(0.5)
.setZIndex(20);
Sprite avatarSprite = graphicEntityModule.createSprite()
.setZIndex(20);
Sprite avatarSprite = graphicEntityModule.createSprite()
.setBaseWidth(116);
avatar = graphicEntityModule
.setBaseWidth(116);
avatar = graphicEntityModule
- .createGroup(border1, border2, avatarSprite)
+ .createGroup(frame, frameBg, avatarSprite)
.setX(x).setY(y);
Text text = graphicEntityModule.createText(nicknameToken)
.setX(x).setY(y);
Text text = graphicEntityModule.createText(nicknameToken)
.setY(680)
.setZIndex(1)
.setFontSize(40)
.setY(680)
.setZIndex(1)
.setFontSize(40)
- .setStrokeColor(0x000000)
.setFillColor(0xffbf7f)
.setAnchorX(p0 ? 0 : 1)
.setAnchorY(1);
.setFillColor(0xffbf7f)
.setAnchorX(p0 ? 0 : 1)
.setAnchorY(1);
.setFillColor(0x12322a)
.setAnchor(0.5)
.setAlpha(0);
.setFillColor(0x12322a)
.setAnchor(0.5)
.setAlpha(0);
+
+ stoneReminder = graphicEntityModule.createText()
+ .setX(p0 ? x + 100 : x - 100)
+ .setY(y)
+ .setZIndex(20)
+ .setFontSize(75)
+ .setFillColor(0x3f3f3f)
+ .setAnchorX(p0 ? 0 : 1)
+ .setAnchorY(0.5);
}
void updateStoneCounter() {
}
void updateStoneCounter() {
}
void animateStones(int stones) {
}
void animateStones(int stones) {
+ String stonesString = new Integer(stones).toString();
stone.setX(castle.getX());
stone.setY(castle.getY() - 100);
stone.setX(castle.getX());
stone.setY(castle.getY() - 100);
- stone.setText(new Integer(stones).toString());
+ stone.setText(stonesString);
stone.setAlpha(1);
graphicEntityModule.commitEntityState(0, stone);
stone.setAlpha(1);
graphicEntityModule.commitEntityState(0, stone);
stone.setY(troll.getY() - 50, Curve.EASE_IN);
stone.setAlpha(0, Curve.EASE_IN);
graphicEntityModule.commitEntityState(0.5, stone);
stone.setY(troll.getY() - 50, Curve.EASE_IN);
stone.setAlpha(0, Curve.EASE_IN);
graphicEntityModule.commitEntityState(0.5, stone);
+
+ stoneReminder.setAlpha(0);
+ graphicEntityModule.commitEntityState(0, stoneReminder);
+ stoneReminder.setText(stonesString);
+ graphicEntityModule.commitEntityState(0.25, stoneReminder);
+ stoneReminder.setAlpha(1);
+ graphicEntityModule.commitEntityState(0.5, stoneReminder);
}
void displayMessage(String msg) {
}
void displayMessage(String msg) {
model = m;
drawBackground();
model = m;
drawBackground();
+ /*
+ * Random π/2-grained rotation of the avatar frames. Avoid
+ * having them π/2 apart, though, as one of them is likely
+ * going to end upside-down and the trick would be revealed.
+ * And I'd have to "draw" a new frame. Ewww.
+ */
+ p0.frameRot = random.nextInt(4) * Math.PI / 2;
p0.init(gameManager.getPlayer(0));
p0.init(gameManager.getPlayer(0));
+ p1.frameRot = p1.frameRot + (random.nextInt(2) == 1 ? 1 : -1) * Math.PI / 2;
p1.init(gameManager.getPlayer(1));
drawTroll();
p1.init(gameManager.getPlayer(1));
drawTroll();