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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

More robust management of body/shadow/overlay split

This commit is contained in:
Ivan Savenko
2024-11-17 17:54:55 +00:00
parent c82db9d574
commit 251155d913
19 changed files with 163 additions and 176 deletions

View File

@@ -114,7 +114,7 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
//preparing cells and hexes
cellBorder = GH.renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"), EImageBlitMode::ALPHA);
cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"), EImageBlitMode::SIMPLE);
cellUnitMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
cellUnitMaxMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
@@ -124,8 +124,6 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
rangedFullDamageLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"), EImageBlitMode::COLORKEY);
shootingRangeLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"), EImageBlitMode::COLORKEY);
cellShade->setShadowEnabled(true);
if(!owner.siegeController)
{
auto bfieldType = owner.getBattle()->battleGetBattlefieldType();