disallow speech bubbles to go offscreen
authorsheepluva
Sun, 08 Dec 2013 02:43:06 +0100
changeset 9762 938d1c08d0d1
parent 9761 b497a6c679cb
child 9763 be63ead5085e
disallow speech bubbles to go offscreen no tint or tail-directio adjustments for indicating it's offscreen yet though
hedgewars/uVisualGears.pas
hedgewars/uVisualGearsHandlers.pas
--- a/hedgewars/uVisualGears.pas	Sun Dec 08 02:36:14 2013 +0100
+++ b/hedgewars/uVisualGears.pas	Sun Dec 08 02:43:06 2013 +0100
@@ -247,14 +247,16 @@
                              else
                                  DrawSpriteRotatedF(sprFlake, round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy + SkyOffset, Gear^.Frame, 1, Gear^.Angle);*)
                vgtSpeechBubble: begin
-                                if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1)) then
+                                if (Gear^.Tex <> nil) and (Gear^.State <= 2) then
                                     begin
-                                    tinted:= true;
-                                    Tint($FF, $FF, $FF,  $66);
-                                    DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex)
-                                    end
-                                else if (Gear^.Tex <> nil) and (((Gear^.State = 0) and (Gear^.Hedgehog^.Team = CurrentTeam)) or (Gear^.State = 2)) then
-                                    DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
+                                    // make speech bubbles of inactive teams' hogs transparent
+                                    if ((Gear^.State = 0) and (Gear^.Hedgehog^.Team <> CurrentTeam)) or (Gear^.State = 1) then
+                                        begin
+                                        tinted:= true;
+                                        Tint($FF, $FF, $FF,  $66);
+                                        end;
+                                    DrawTextureCentered(round(Gear^.X), round(Gear^.Y), Gear^.Tex);
+                                    end;
                                 end;
                vgtSmallDamageTag: DrawTextureCentered(round(Gear^.X) + WorldDx, round(Gear^.Y) + WorldDy, Gear^.Tex);
                vgtHealthTag: if Gear^.Tex <> nil then 
--- a/hedgewars/uVisualGearsHandlers.pas	Sun Dec 08 02:36:14 2013 +0100
+++ b/hedgewars/uVisualGearsHandlers.pas	Sun Dec 08 02:43:06 2013 +0100
@@ -590,6 +590,8 @@
     begin
     Gear^.X:= hwFloat2Float(Gear^.Hedgehog^.Gear^.X) + (Gear^.Tex^.w div 2  - Gear^.FrameTicks);
     Gear^.Y:= hwFloat2Float(Gear^.Hedgehog^.Gear^.Y) - (16 + Gear^.Tex^.h);
+    Gear^.X:= max(((-cScreenWidth + 16) / zoom) + Gear^.Tex^.w div 2, min(((cScreenWidth - 16) / zoom) - Gear^.Tex^.w div 2, Gear^.X + WorldDx));
+    Gear^.Y:= max(cScreenHeight div 2 - ((cScreenHeight - 16) / (zoom)), min(cScreenHeight div 2 - ((-cScreenHeight + Gear^.Tex^.h) / (zoom)) - 64, Gear^.Y + WorldDy));
     end;
 
 if Gear^.Timer = 0 then