#Player area too wide for 6rings

12 messages · Page 1 of 1 (latest)

tiny topaz
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I think player area width increases with size of the map (see second paragraph)
It makes the player area stupidly wide in a 6 rings game (so a minority of games): https://ti4.westaddisonheavyindustries.com/game/pbd2918
Thus it's hard to look at the right side values and know whose player they are
Maybe the width could be fixed (or adjusted to content of player area, instead of map width), and also centred idk?

if I'm correct:
in MapGenerator.java
g2.drawRect(realX - 5, baseY, x + widthOfLine, y - baseY);
with:
mapWidth = (ringCount + 1) * 520 + EXTRA_X * 2;
width = mapWidth;
int widthOfLine = width - 50;

tiny topaz
tiny topaz
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Player area too wide for 6rings

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Even more wide in the future considering that I'm about to add a tile in the 7th ring with DS cartoglyph relic... 🙃 (and other players have DS star charts)

tiny topaz
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As well, sleeper tokens could go in the first row, instead of the second, to gain a bit of space (as a faction can't have both nombox and sleepers I believe)

tardy quiver
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The problem with a lot of this mapgen code is that it's all hardcoded pretty deep.
Took me a lot longer than I expected to make the vp track and objectives dynamic

tiny topaz
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woops :]

tiny topaz
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well if it's ideas you need, here are mine (but I don't know that Graphics2D lib):

  • best would be to set items relatively to their player rectangle, while calculating biggest width needed, then resize all players rectangles
  • otherwise, draw all left parts (with names and relics), then draw all mid (with techs and planets), then draw all right parts (with units and speaker), while each time calculating biggest width, then draw the players rectangles
tardy quiver
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It's moreso the time commitment to refactor it all and get it working right again

tiny topaz
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I'm just reporting, you choose what changes you actually want to carry out, nw, not all posts are made to be fulfilled, and there is also prioritization : )