Expand description
The threat arrows, as every grid skin draws them (game ticket 0448): a
slim straight arrow from each enemy that could attack a tile to that
tile, and a ! above each of those enemies. Over units and terrain, so
never hidden. Worked out from the skin’s tile size, in the art’s own
pixels.
An arrow is a 1-pixel line from the enemy’s tile (its middle, or its
edge for a skin whose units are letters: Start) to just short of the
middle of the tile it threatens, ending in two barbs, with a 1-pixel
dark edge all round. A line at any angle is a row of short
rectangles, one per step across it. An enemy outside the view has its
arrow cut at the view’s edge and no mark.
Structs§
- Colors
- The colours of the arrows and marks.
Enums§
- Start
- Where on its enemy’s tile an arrow starts.
Constants§
- BARB_
LEN - How long each of an arrowhead’s two barbs is, in pixels. Tunable.
- MARK_
ABOVE - Pixels between the mark’s lowest pixel and the tile’s top edge, so that it clears the head of the unit standing there (Nick: lower, “it covers the enemy’s head and looks weird”). Tunable.
- MARK_
BAR_ H - The height of the mark’s bar, of the gap under it and of its dot.
- MARK_H
- The mark’s height, bar to dot.
- MARK_W
- The mark’s width, in pixels.
- TIP_
SHORT - How far short of the tile’s middle an arrow’s tip stops, in pixels. Tunable.
Functions§
- paint
- Paints
scene’s threat arrows and marks, if it has any, ongrid, incolors(Looks::threat), each arrow from its enemy’s tile atstart. - threat_
overlays - The overlays drawing
threatongrid, allOverthe glyphs: every arrow’s dark edge, then the arrows (each from its enemy’s tile atstart); then every mark’s dark edge and the marks. Clipped to the tiles ofgrid. On a zoomed grid every pixel is a square of the zoom’s.