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Commit 7865679c authored by Trandinh Thien's avatar Trandinh Thien
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Fixed attacking down animation bug. Added enemy attack info to pop up when attacked

parent fa670efb
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......@@ -258,6 +258,7 @@ namespace Controller
if (GameState.playableUnitSelected)
{
Unit unit = GameState.selectedUnit;
Unit attackedUnit = GameState.unitToAttack;
if (!GameState.isAnimating)
{
#region Highlight nodes
......@@ -309,10 +310,13 @@ namespace Controller
{
if (GameState.currentPlayer == player1)
{
spriteBatch.Draw(unit.getCharAttackInfo(), Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground texture
}else
spriteBatch.Draw(unit.getCharAttackInfo(), Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground texture for current character
spriteBatch.Draw(attackedUnit.getCharAttackInfo(), attackInfoLocation2, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground for unit being attacked
}
else
{
spriteBatch.Draw(unit.getCharAttackInfo(), attackInfoLocation2, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground texture
spriteBatch.Draw(unit.getCharAttackInfo(), attackInfoLocation2, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground texture for current character
spriteBatch.Draw(attackedUnit.getCharAttackInfo(), Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charAttackInfoBackground for unit being attacked
}
spriteBatch.Draw(confirmButton.getImage(), confirmButton.getPixelCoordinates(), null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0f);
}
......@@ -376,7 +380,7 @@ namespace Controller
Button moveButton = new Button(ButtonType.Move, unitPosition, Content.Load<Texture2D>("move"));
Button itemButton = new Button(ButtonType.Items, unitPosition, Content.Load<Texture2D>("items")); ;
Button waitButton = new Button(ButtonType.Wait, unitPosition, Content.Load<Texture2D>("wait")); ;
Button attackConfirmButton = new Button(ButtonType.AttackConfirm, unitPosition, Content.Load<Texture2D>("attack"));
Button attackConfirmButton = new Button(ButtonType.AttackConfirm, new Vector2(425, 250), Content.Load<Texture2D>("attack"));
if (player == 1)
{
......
......@@ -219,7 +219,7 @@ namespace Controller
Thread.Sleep(10);
}
for (float i = unit.PixelCoordinates.Y; i > originalLocationY; i++)
for (float i = unit.PixelCoordinates.Y; i > originalLocationY; i--)
{
unit.PixelCoordinates = new Vector2(unit.PixelCoordinates.X, unit.PixelCoordinates.Y - 1);
Game.Instance.Tick();
......
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