Files
shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/ui/ResumeIndicator.java
T
Evan Debenham 0ba004b1fa v0.3.1d: removed strict pixel align pt.1
there is no need to enforce whole interger positions for UI elements. Especially with the recent font changes this was causing alignment problems on high resolution displays.
Elements with non-whole number sizes and positions should be used sparingly, but there's no reason to strictly align them.
2015-09-15 21:32:58 -04:00

73 lines
1.7 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.ui;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
import com.watabou.noosa.Image;
public class ResumeIndicator extends Tag {
private Image icon;
public ResumeIndicator() {
super(0xCDD5C0);
setSize( 24, 24 );
visible = false;
}
@Override
protected void createChildren() {
super.createChildren();
icon = Icons.get( Icons.RESUME );
add( icon );
}
@Override
protected void layout() {
super.layout();
icon.x = x+1 + (width - icon.width) / 2;
icon.y = y + (height - icon.height) / 2;
}
@Override
protected void onClick() {
Dungeon.hero.resume();
}
@Override
public void update() {
if (!Dungeon.hero.isAlive())
visible = false;
else if (visible != (Dungeon.hero.lastAction != null)){
visible = Dungeon.hero.lastAction != null;
if (visible)
flash();
}
super.update();
}
}