AncientBeast icon indicating copy to clipboard operation
AncientBeast copied to clipboard

outline occupied hex grid coordinates [bounty: 4 XTR]

Open DreadKnight opened this issue 2 years ago • 4 comments

The grid coordinates visible while holding shift (or hovering the round marker from unit queue) should should have a white outline when places over any sort of tile that's occupied by something (unit, trap or drop) in order to stand out.

DreadKnight avatar Apr 22 '23 13:04 DreadKnight

Hey can you assign me this issue?

dheerajd5 avatar Aug 23 '23 06:08 dheerajd5

Sure, go for it!

On Wed, Aug 23, 2023, 9:20 AM Dheeraj Devaraj @.***> wrote:

Hey can you assign me this issue?

— Reply to this email directly, view it on GitHub https://github.com/FreezingMoon/AncientBeast/issues/2240#issuecomment-1689346676, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAEPNX5TBSIACVPTW25M7YDXWWOJZANCNFSM6AAAAAAXH2PKNQ . You are receiving this because you authored the thread.Message ID: @.***>

DreadKnight avatar Aug 23 '23 10:08 DreadKnight

Hey, so I looked it up, the grid gets rendered on shift key down, and round hover by showGrid , what I've done is, re-render every hex in the grid and if there is a creature, call displayVisualState with filled, which links to a hex_filled file. But the issue with this is that it becomes very laggy, as I have to call displayVisualState for each hex,everytime showGrid is called.

Although I have noticed even in the master version if you hold down shift, for seconds, it becomes increasingly laggy.

I have used a green color hex for right now only, will change that to a white outline if we decide to continue with this solution.

Here is how it looks like in the current build: before

Here is how it looks like after my changes: with_change

dheerajd5 avatar Aug 24 '23 06:08 dheerajd5

Hey, So I implemented the solution anyway, here's how it looks, I'll put a PR for it also. image

dheerajd5 avatar Aug 27 '23 17:08 dheerajd5