Fixed some wizard positioning issues in multiplayer.

This commit is contained in:
Nick Winter 2014-07-08 18:51:10 -07:00
parent 31be904b03
commit c19a31a58c
2 changed files with 3 additions and 1 deletions

View file

@ -111,6 +111,8 @@ module.exports = class SpriteBoss extends CocoClass
sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 52} else {x: 28, y: 28}
else if opponent.levelSlug is 'dungeon-arena'
sprite.targetPos = if opponent.team is 'ogres' then {x: 72, y: 39} else {x: 9, y: 39}
else if opponent.levelSlug is 'criss-cross'
sprite.targetPos = if opponent.team is 'ogres' then {x: 50, y: 12} else {x: 0, y: 40}
else
sprite.targetPos = if opponent.team is 'ogres' then {x: 52, y: 28} else {x: 20, y: 28}

View file

@ -281,7 +281,7 @@ module.exports = class PlayLevelView extends View
@surface.showLevel()
if @otherSession
# TODO: colorize name and cloud by team, colorize wizard by user's color config
@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team')
@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team'), levelSlug: @level.get('slug')
@loadingView?.unveil()
onLoadingViewUnveiled: (e) ->