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Commit 07a7f986 authored by dg's avatar dg
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Fix Sun Flare damage

Resizing the window does not make mouse movement bug


git-svn-id: http://svn.net-core.org/repos/t-engine4@894 51575b47-30f0-44d4-a5cc-537603b46e54
parent c0a621ad
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......@@ -75,3 +75,7 @@ function _M:unregisterZone(fct)
if m.fct == fct then table.remove(self.areas, i) break end
end
end
function _M:reset()
self.areas = {}
end
......@@ -173,6 +173,8 @@ function _M:onResolutionChange()
self.logdisplay:resize(0, self.h * 0.8, self.w * 0.5, self.h * 0.2)
self.player_display:resize(0, 220, 200, self.h * 0.8 - 220)
self.hotkeys_display:resize(self.w * 0.5, self.h * 0.8, self.w * 0.5, self.h * 0.2)
-- Reset mouse bindings to account for new size
self:setupMouse(reset)
end
function _M:setupDisplayMode()
......@@ -772,45 +774,16 @@ function _M:setupCommands()
end,
}
--[[
self.key:addCommands
{
-- Targeting movement
[{"_LEFT","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.x = self.target.target.x - 1 end,
[{"_RIGHT","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.x = self.target.target.x + 1 end,
[{"_UP","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.y = self.target.target.y - 1 end,
[{"_DOWN","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.y = self.target.target.y + 1 end,
[{"_KP4","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.x = self.target.target.x - 1 end,
[{"_KP6","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.x = self.target.target.x + 1 end,
[{"_KP8","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.y = self.target.target.y - 1 end,
[{"_KP2","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.y = self.target.target.y + 1 end,
[{"_KP1","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.x = self.target.target.x - 1 self.target.target.y = self.target.target.y + 1 end,
[{"_KP3","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.x = self.target.target.x + 1 self.target.target.y = self.target.target.y + 1 end,
[{"_KP7","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.x = self.target.target.x - 1 self.target.target.y = self.target.target.y - 1 end,
[{"_KP9","ctrl","shift"}] = function() self.target.target.entity=nil self.target.target.x = self.target.target.x + 1 self.target.target.y = self.target.target.y - 1 end,
[{"_LEFT","ctrl"}] = function() self.target:scan(4) end,
[{"_RIGHT","ctrl"}] = function() self.target:scan(6) end,
[{"_UP","ctrl"}] = function() self.target:scan(8) end,
[{"_DOWN","ctrl"}] = function() self.target:scan(2) end,
[{"_KP4","ctrl"}] = function() self.target:scan(4) end,
[{"_KP6","ctrl"}] = function() self.target:scan(6) end,
[{"_KP8","ctrl"}] = function() self.target:scan(8) end,
[{"_KP2","ctrl"}] = function() self.target:scan(2) end,
[{"_KP1","ctrl"}] = function() self.target:scan(1) end,
[{"_KP3","ctrl"}] = function() self.target:scan(3) end,
[{"_KP7","ctrl"}] = function() self.target:scan(7) end,
[{"_KP9","ctrl"}] = function() self.target:scan(9) end,
}
--]]
self.key:setCurrent()
end
function _M:setupMouse()
function _M:setupMouse(reset)
-- Those 2 locals will be "absorbed" into the mouse event handler function, this is a closure
local derivx, derivy = 0, 0
local zoom = 1
local moving_around = false
if reset then self.mouse:reset() end
self.mouse:registerZone(Map.display_x, Map.display_y, Map.viewport.width, Map.viewport.height, function(button, mx, my, xrel, yrel)
-- Move tooltip
self.tooltip_x, self.tooltip_y = mx, my
......@@ -888,7 +861,7 @@ function _M:setupMouse()
self.mouse:registerZone(self.hotkeys_display.display_x, self.hotkeys_display.display_y, self.w, self.h, function(button, mx, my, xrel, yrel)
self.hotkeys_display:onMouse(button, mx, my, not xrel)
end)
self.mouse:setCurrent()
if not reset then self.mouse:setCurrent() end
end
--- Ask if we realy want to close, if so, save the game first
......
......@@ -71,7 +71,7 @@ newTalent{
self:project(tg, self.x, self.y, DamageType.LITE, 1)
tg.friendlyfire = false
local grids = self:project(tg, self.x, self.y, DamageType.BLIND, 3 + self:getTalentLevel(t))
if self:getTalentLevel(t) then
if self:getTalentLevel(t) >= 3 then
self:project(tg, self.x, self.y, DamageType.LIGHT, self:combatTalentSpellDamage(t, 4, 80))
end
game.level.map:particleEmitter(self.x, self.y, tg.radius, "sunburst", {radius=tg.radius, grids=grids, tx=self.x, ty=self.y, max_alpha=80})
......
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