Fix video overlay
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e5c1021322
commit
0317d1c14f
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@ -406,6 +406,9 @@ export default class MonopolyGame extends Phaser.Scene {
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reg(o) { this.dyn.push(o); return o; }
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reg(o) { this.dyn.push(o); return o; }
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clearDyn() { this.dyn.forEach(o => { try { o.destroy(); } catch {} }); this.dyn = []; }
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clearDyn() { this.dyn.forEach(o => { try { o.destroy(); } catch {} }); this.dyn = []; }
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hidePortraits() { this.portraits.forEach(p => { if (p?.hide) p.hide(); }); }
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showPortraits() { this.portraits.forEach(p => { if (p?.show) p.show(); }); }
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render() {
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render() {
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this.clearDyn();
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this.clearDyn();
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this.drawHousesHotels();
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this.drawHousesHotels();
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@ -415,6 +418,9 @@ export default class MonopolyGame extends Phaser.Scene {
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if (this.gs.pendingCard) this.drawCardPopup();
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if (this.gs.pendingCard) this.drawCardPopup();
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if (this.gs.phase === 'auction' && this.gs.pendingAuction) this.drawAuctionPanel();
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if (this.gs.phase === 'auction' && this.gs.pendingAuction) this.drawAuctionPanel();
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if (this.modalActive && this.gs.phase === 'buy') this.drawModalBuyButtons();
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if (this.modalActive && this.gs.phase === 'buy') this.drawModalBuyButtons();
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// DOM video portraits always render above canvas — hide them during any overlay
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if (this.gs.pendingCard || this.modalActive) this.hidePortraits();
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else this.showPortraits();
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}
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}
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drawHousesHotels() {
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drawHousesHotels() {
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@ -1411,6 +1417,9 @@ export default class MonopolyGame extends Phaser.Scene {
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const scaleStart = geo.w / MODAL_W;
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const scaleStart = geo.w / MODAL_W;
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const rotStart = -geo.rotation;
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const rotStart = -geo.rotation;
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// Hide DOM portraits immediately — they render above canvas regardless of depth
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this.hidePortraits();
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// Dim overlay
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// Dim overlay
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this.modalOverlay = this.add.rectangle(GAME_WIDTH/2, GAME_HEIGHT/2, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0)
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this.modalOverlay = this.add.rectangle(GAME_WIDTH/2, GAME_HEIGHT/2, GAME_WIDTH, GAME_HEIGHT, 0x000000, 0)
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.setDepth(DEPTH.popup - 2).setInteractive();
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.setDepth(DEPTH.popup - 2).setInteractive();
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