More adjustments to Kiitos UI
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@ -180,7 +180,7 @@ export default class KiitosGame extends Phaser.Scene {
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this.seatPanels = {};
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this.seatPanels = {};
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const ais = this.seats.filter((s) => !s.isHuman);
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const ais = this.seats.filter((s) => !s.isHuman);
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this.seatPanels[ais[0]?.id] = this.buildSeatPanel(ais[0], 180, 350);
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this.seatPanels[ais[0]?.id] = this.buildSeatPanel(ais[0], 180, 350);
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this.seatPanels[ais[1]?.id] = this.buildSeatPanel(ais[1], 1740, 620);
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this.seatPanels[ais[1]?.id] = this.buildSeatPanel(ais[1], 1740, 350);
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this.seatPanels[ais[2]?.id] = this.buildSeatPanel(ais[2], 1740, 760);
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this.seatPanels[ais[2]?.id] = this.buildSeatPanel(ais[2], 1740, 760);
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this.seatPanels['player'] = this.buildSeatPanel(this.seats[0], 200, 760);
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this.seatPanels['player'] = this.buildSeatPanel(this.seats[0], 200, 760);
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@ -637,6 +637,7 @@ export default class KiitosGame extends Phaser.Scene {
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const built = this.logic.center.built;
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const built = this.logic.center.built;
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if (this._humanForced) return this._rowStartX + built.length * this._rowStep;
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if (this._humanForced) return this._rowStartX + built.length * this._rowStep;
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if (!built.length) return GAME_WIDTH / 2;
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if (!built.length) return GAME_WIDTH / 2;
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if (insertIndex === built.length) return this._rowStartX + built.length * this._rowStep;
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return this._rowStartX + (insertIndex - 0.5) * this._rowStep;
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return this._rowStartX + (insertIndex - 0.5) * this._rowStep;
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}
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}
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