v2.4.0: improved how the game handles loading hero splash arts
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@@ -91,7 +91,7 @@ public class HeroSelectScene extends PixelScene {
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Badges.loadGlobal();
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Journal.loadGlobal();
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background = new Image(HeroClass.WARRIOR.splashArt()){
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background = new Image(TextureCache.createSolid(0xFF2d2f31), 0, 0, 800, 450){
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@Override
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public void update() {
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if (GamesInProgress.selectedClass != null) {
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@@ -105,7 +105,6 @@ public class HeroSelectScene extends PixelScene {
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}
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};
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background.scale.set(Camera.main.height/background.height);
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background.tint(0x2d2f31, 1f);
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background.x = (Camera.main.width - background.width())/2f;
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background.y = (Camera.main.height - background.height())/2f;
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@@ -376,7 +375,13 @@ public class HeroSelectScene extends PixelScene {
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private void setSelectedHero(HeroClass cl){
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GamesInProgress.selectedClass = cl;
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background.texture( cl.splashArt() );
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try {
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//loading these big jpgs fails sometimes, so we have a catch for it
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background.texture(cl.splashArt());
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} catch (Exception e){
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background.texture(TextureCache.createSolid(0xFF2d2f31));
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background.frame(0, 0, 800, 450);
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}
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background.visible = true;
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background.hardlight(1.5f,1.5f,1.5f);
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