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-rw-r--r--ui.js14
1 files changed, 10 insertions, 4 deletions
diff --git a/ui.js b/ui.js
index a0273a6..80a056a 100644
--- a/ui.js
+++ b/ui.js
@@ -526,15 +526,14 @@ function update_map() {
let town = game.location[b];
if (town in TOWNS) {
let moved = game.moved[b] ? " moved" : "";
- let castle = game.castle[b] ? " castle" : "";
- // TODO: show besieging blocks too!
if (info.owner == player || info.owner == ASSASSINS) {
let image = " known block_" + info.image;
let steps = " r" + (info.steps - game.steps[b]);
element.classList = info.owner + " block" + image + steps + moved;
layout[town].south.push(element);
} else {
- element.classList = info.owner + " block" + moved;
+ let besieging = (game.sieges[town] == info.owner) ? " besieging" : "";
+ element.classList = info.owner + " block" + moved + besieging;
layout[town].north.push(element);
}
show_block(element);
@@ -648,6 +647,11 @@ function update_battle() {
ui.battle_menu[block].classList.add('treachery');
update_steps(block, steps, ui.battle_block[block], false);
+
+ if (block == game.battle.halfhit)
+ ui.battle_block[block].classList.add("halfhit");
+ else
+ ui.battle_block[block].classList.remove("halfhit");
if (reserve)
ui.battle_block[block].classList.add("secret");
else
@@ -691,10 +695,12 @@ function on_update() {
show_action_button("#next_button", "next");
show_action_button("#pass_button", "pass");
show_action_button("#undo_button", "undo");
+ show_action_button("#group_move_button", "group_move");
+ show_action_button("#end_group_move_button", "end_group_move");
show_action_button("#sea_move_button", "sea_move");
+ show_action_button("#end_sea_move_button", "end_sea_move");
show_action_button("#muster_button", "muster");
show_action_button("#end_muster_button", "end_muster");
- show_action_button("#end_sea_move_button", "end_sea_move");
show_action_button("#end_move_phase_button", "end_move_phase");
show_action_button("#end_regroup_button", "end_regroup");
show_action_button("#end_retreat_button", "end_retreat");