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Fixed #310 by tweaking the styling to emphasize stroke over fill.
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1 changed files with 12 additions and 11 deletions
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@ -115,14 +115,14 @@ module.exports = class Mark extends CocoClass
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#@mark.cache 0, 0, diameter, diameter # not actually faster than simple ellipse draw
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buildRadius: (range) ->
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alpha = 0.35
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alpha = 0.15
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colors =
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voiceRange: "rgba(0, 145, 0, #{alpha})"
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visualRange: "rgba(0, 0, 145, #{alpha})"
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attackRange: "rgba(145, 0, 0, #{alpha})"
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# Fallback colors which work on both dungeon and grass tiles
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extracolors = [
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extraColors = [
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"rgba(145, 0, 145, #{alpha})"
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"rgba(0, 145, 145, #{alpha})"
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"rgba(145, 105, 0, #{alpha})"
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@ -137,10 +137,8 @@ module.exports = class Mark extends CocoClass
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@mark = new createjs.Shape()
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if colors[range]?
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@mark.graphics.beginFill colors[range]
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else
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@mark.graphics.beginFill extracolors[i]
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fillColor = colors[range] ? extraColors[i]
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@mark.graphics.beginFill fillColor
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# Draw the outer circle
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@mark.graphics.drawCircle 0, 0, @sprite.thang[range] * Camera.PPM
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@ -149,13 +147,16 @@ module.exports = class Mark extends CocoClass
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if i+1 < @sprite.ranges.length
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@mark.graphics.arc 0, 0, @sprite.ranges[i+1]['radius'], Math.PI*2, 0, true
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# Add perspective
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@mark.scaleY *= @camera.y2x
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@mark.graphics.endStroke()
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@mark.graphics.endFill()
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return
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strokeColor = fillColor.replace '' + alpha, '0.75'
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@mark.graphics.setStrokeStyle 2
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@mark.graphics.beginStroke strokeColor
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@mark.graphics.arc 0, 0, @sprite.thang[range] * Camera.PPM, Math.PI*2, 0, true
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@mark.graphics.endStroke()
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# Add perspective
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@mark.scaleY *= @camera.y2x
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buildDebug: ->
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@mark = new createjs.Shape()
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