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authorTor Andersson <tor@ccxvii.net>2021-07-02 21:04:13 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-16 19:19:39 +0100
commit350570d87d9b322ba1f265bc08defa162f8ebed5 (patch)
tree578a8f5fd0814e2effd635ec320b1f04ddcf8ff6 /ui.js
parent88eabb2b84ff90377630a722a0f593189c6704ad (diff)
downloadcrusader-rex-350570d87d9b322ba1f265bc08defa162f8ebed5.tar.gz
crusader: Show both pools on map.
Diffstat (limited to 'ui.js')
-rw-r--r--ui.js25
1 files changed, 12 insertions, 13 deletions
diff --git a/ui.js b/ui.js
index 1460612..22f9692 100644
--- a/ui.js
+++ b/ui.js
@@ -375,6 +375,8 @@ function build_map() {
for (let name in TOWNS) {
let town = TOWNS[name];
+ if (name == F_POOL || name == S_POOL || name == DEAD)
+ continue;
if (name == "Sea") {
element = document.getElementById("svgmap").getElementById("sea");
element.town = "Sea";
@@ -383,7 +385,11 @@ function build_map() {
element.addEventListener("click", on_click_town);
ui.towns[name] = element;
} else {
- ui.towns[name] = build_town(name, town);
+ element = ui.towns[name] = build_town(name, town);
+ let xo = Math.round(element.offsetWidth/2);
+ let yo = Math.round(element.offsetHeight/2);
+ element.style.left = (town.x - xo) + "px";
+ element.style.top = (town.y - yo) + "px";
}
}
@@ -392,8 +398,6 @@ function build_map() {
ui.blocks[b] = build_map_block(b, block);
build_battle_block(b, block);
}
-
- update_map_layout();
}
function update_steps(b, steps, element) {
@@ -595,15 +599,6 @@ function update_map() {
let element = ui.blocks[b];
let town = game.location[b];
- if ((town == F_POOL && player != FRANKS) || (town == S_POOL && player != SARACENS)) {
- hide_block(element);
- continue;
- }
- if (town == DEAD && player != info.owner) {
- hide_block(element)
- continue;
- }
-
if (town in TOWNS) {
let moved = game.moved[b] ? " moved" : "";
if (town == DEAD)
@@ -628,7 +623,11 @@ function update_map() {
jihad = " jihad";
element.classList = info.owner + " block" + moved + besieging + jihad;
}
- if (info.owner == FRANKS)
+ if (town == F_POOL || town == S_POOL)
+ layout[F_POOL].north.push(element);
+ else if (town == DEAD)
+ layout[DEAD].north.push(element);
+ else if (info.owner == FRANKS)
layout[town].north.push(element);
else
layout[town].south.push(element);