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Colors everywhere
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bobtfish committed Dec 24, 2022
1 parent 851691b commit ccfb669
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Showing 7 changed files with 59 additions and 59 deletions.
10 changes: 5 additions & 5 deletions screen/castspell.go
Original file line number Diff line number Diff line change
Expand Up @@ -91,7 +91,7 @@ type TargetSpellScreen struct {
func (screen *TargetSpellScreen) Enter(ctx screeniface.GameCtx) {
win := ctx.GetWindow()
ss := ctx.GetSpriteSheet()
textBottomColor("", render.ColorWhite(), ss, win) // clear bottom bar
textBottom("", render.ColorWhite(), ss, win) // clear bottom bar
}

func (screen *TargetSpellScreen) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand All @@ -115,12 +115,12 @@ func (screen *TargetSpellScreen) Step(ctx screeniface.GameCtx) screeniface.GameS
if win.JustPressed(pixelgl.KeyS) {
target := screen.WithCursor.CursorPosition
if spell.GetCastRange() < target.Distance(thisPlayer.BoardPosition) {
textBottomColor("Out of range", render.GetColor(0, 249, 249), ss, batch)
textBottom("Out of range", render.GetColor(0, 249, 249), ss, batch)
fmt.Printf("Out of range! Spell cast range %d but distance to target is %d\n", spell.GetCastRange(), target.Distance(thisPlayer.BoardPosition))
screen.MessageShown = true
} else {
if spell.NeedsLineOfSight() && !grid.HaveLineOfSight(thisPlayer.BoardPosition, target) {
textBottomColor("No line of sight", render.GetColor(0, 233, 233), ss, batch)
textBottom("No line of sight", render.GetColor(0, 233, 233), ss, batch)
screen.MessageShown = true
} else {
grid := ctx.GetGrid()
Expand Down Expand Up @@ -215,11 +215,11 @@ func (screen *DoSpellCast) Step(ctx screeniface.GameCtx) screeniface.GameScreen
if !screen.CastBefore {
if (canCastMore && castsRemaining > 0) || success {
fmt.Printf("Spell Succeeds\n")
textBottomColor("Spell Succeeds", render.ColorWhite(), ss, batch)
textBottom("Spell Succeeds", render.ColorWhite(), ss, batch)
ctx.AdjustLawRating(spell.GetLawRating())
} else {
fmt.Printf("Spell failed\n")
textBottomColor("Spell Failed", render.GetColor(255, 0, 255), ss, batch)
textBottom("Spell Failed", render.GetColor(255, 0, 255), ss, batch)
}
}
batch.Draw(win)
Expand Down
16 changes: 8 additions & 8 deletions screen/help.go
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ func (screen *HelpScreenMenu) Enter(ctx screeniface.GameCtx) {
td.DrawText("5. Mounts", logical.V(9, 3), render.ColorWhite(), win)
td.DrawText("6. Victory", logical.V(9, 2), render.ColorWhite(), win)

textBottomColor("Press Keys 1-6 or 0 to return", render.ColorWhite(), ss, win)
textBottom("Press Keys 1-6 or 0 to return", render.ColorWhite(), ss, win)
}

func (screen *HelpScreenMenu) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand Down Expand Up @@ -69,7 +69,7 @@ func (screen *HelpScreenKeys) Enter(ctx screeniface.GameCtx) {
td.DrawText("1-8 - Highlight creations of", logical.V(0, 2), render.ColorWhite(), win)
td.DrawText(" player # 1-8", logical.V(0, 1), render.ColorWhite(), win)
td.DrawText("0 - End turn", logical.V(0, 0), render.ColorWhite(), win)
textBottomColor(" Press any key to continue", render.ColorWhite(), ss, win)
textBottom(" Press any key to continue", render.ColorWhite(), ss, win)
}

func (screen *HelpScreenKeys) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand All @@ -96,7 +96,7 @@ func (screen *HelpScreenSpells) Enter(ctx screeniface.GameCtx) {
td.DrawText("Illusions always succeed but", logical.V(0, 3), render.ColorWhite(), win)
td.DrawText("can be disbelieved by others.", logical.V(0, 2), render.ColorWhite(), win)
td.DrawText(" ^=law *=chaos -=neutral", logical.V(0, 0), render.ColorWhite(), win)
textBottomColor(" Press any key to continue", render.ColorWhite(), ss, win)
textBottom(" Press any key to continue", render.ColorWhite(), ss, win)
}

func (screen *HelpScreenSpells) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand All @@ -123,7 +123,7 @@ func (screen *HelpScreenCombat) Enter(ctx screeniface.GameCtx) {
td.DrawText("If adjacent next turn you may", logical.V(0, 3), render.ColorWhite(), win)
td.DrawText("remain engaged or may be able", logical.V(0, 2), render.ColorWhite(), win)
td.DrawText("to break away.", logical.V(0, 1), render.ColorWhite(), win)
textBottomColor(" Press any key to continue", render.ColorWhite(), ss, win)
textBottom(" Press any key to continue", render.ColorWhite(), ss, win)
}

func (screen *HelpScreenCombat) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand Down Expand Up @@ -152,7 +152,7 @@ func (screen *HelpScreenCombatRanged) Enter(ctx screeniface.GameCtx) {
td.DrawText("direction keys, press S to", logical.V(0, 2), render.ColorWhite(), win)
td.DrawText("fire. Target must be in line", logical.V(0, 1), render.ColorWhite(), win)
td.DrawText("of sight.", logical.V(0, 0), render.ColorWhite(), win)
textBottomColor(" Press any key to continue", render.ColorWhite(), ss, win)
textBottom(" Press any key to continue", render.ColorWhite(), ss, win)
}

func (screen *HelpScreenCombatRanged) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand All @@ -179,7 +179,7 @@ func (screen *HelpScreenUndead) Enter(ctx screeniface.GameCtx) {
td.DrawText("The raise dead spell will", logical.V(0, 2), render.ColorWhite(), win)
td.DrawText("turn a corpse into an undead", logical.V(0, 1), render.ColorWhite(), win)
td.DrawText("creature.", logical.V(0, 0), render.ColorWhite(), win)
textBottomColor(" Press any key to continue", render.ColorWhite(), ss, win)
textBottom(" Press any key to continue", render.ColorWhite(), ss, win)
}

func (screen *HelpScreenUndead) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand Down Expand Up @@ -208,7 +208,7 @@ func (screen *HelpScreenMounts) Enter(ctx screeniface.GameCtx) {
td.DrawText("and your wizard cannot be", logical.V(0, 2), render.ColorWhite(), win)
td.DrawText("killed unless their mount is", logical.V(0, 1), render.ColorWhite(), win)
td.DrawText("killed first.", logical.V(0, 0), render.ColorWhite(), win)
textBottomColor(" Press any key to continue", render.ColorWhite(), ss, win)
textBottom(" Press any key to continue", render.ColorWhite(), ss, win)
}

func (screen *HelpScreenMounts) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand All @@ -233,7 +233,7 @@ func (screen *HelpScreenVictory) Enter(ctx screeniface.GameCtx) {
td.DrawText("When a player is killed, all", logical.V(0, 4), render.ColorWhite(), win)
td.DrawText("of their creations will also", logical.V(0, 3), render.ColorWhite(), win)
td.DrawText("vanish.", logical.V(0, 2), render.ColorWhite(), win)
textBottomColor(" Press any key to continue", render.ColorWhite(), ss, win)
textBottom(" Press any key to continue", render.ColorWhite(), ss, win)
}

func (screen *HelpScreenVictory) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand Down
24 changes: 12 additions & 12 deletions screen/initial.go
Original file line number Diff line number Diff line change
Expand Up @@ -20,11 +20,11 @@ func (screen *InitialScreen) Enter(ctx screeniface.GameCtx) {
ss := ctx.GetSpriteSheet()
ClearScreen(ss, win)
td := TextDrawer(ss)
td.DrawTextColor(" MAYHEM - Remake of Chaos", logical.V(0, 9), render.ColorWhite(), win)
td.DrawTextColor(" By bobtfish", logical.V(0, 8), render.ColorWhite(), win)
td.DrawTextColor("How many wizards?", logical.V(0, 6), render.ColorWhite(), win)
td.DrawTextColor("(Press 2 to 8)", logical.V(0, 5), render.ColorWhite(), win)
textBottomColor(" Press H for help", render.ColorWhite(), ss, win)
td.DrawText(" MAYHEM - Remake of Chaos", logical.V(0, 9), render.ColorWhite(), win)
td.DrawText(" By bobtfish", logical.V(0, 8), render.ColorWhite(), win)
td.DrawText("How many wizards?", logical.V(0, 6), render.ColorWhite(), win)
td.DrawText("(Press 2 to 8)", logical.V(0, 5), render.ColorWhite(), win)
textBottom(" Press H for help", render.ColorWhite(), ss, win)
}

func (screen *InitialScreen) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand All @@ -37,10 +37,10 @@ func (screen *InitialScreen) Step(ctx screeniface.GameCtx) screeniface.GameScree
c := captureNumKey(win)
if c >= 2 && c <= 8 {
td := TextDrawer(ss)
td.DrawTextColor(fmt.Sprintf("%d", c), logical.V(18, 6), render.ColorWhite(), win)
td.DrawTextColor("Level of computer wizards?", logical.V(0, 3), render.ColorWhite(), win)
td.DrawTextColor("(Press 1 to 8)", logical.V(0, 2), render.ColorWhite(), win)
textBottomColor("", render.ColorWhite(), ss, win)
td.DrawText(fmt.Sprintf("%d", c), logical.V(18, 6), render.ColorWhite(), win)
td.DrawText("Level of computer wizards?", logical.V(0, 3), render.ColorWhite(), win)
td.DrawText("(Press 1 to 8)", logical.V(0, 2), render.ColorWhite(), win)
textBottom("", render.ColorWhite(), ss, win)
return &ComputerDifficultyScreen{WizardCount: c}
}
return screen
Expand All @@ -50,16 +50,16 @@ func (screen *ComputerDifficultyScreen) Enter(ctx screeniface.GameCtx) {
win := ctx.GetWindow()
ss := ctx.GetSpriteSheet()
td := TextDrawer(ss)
td.DrawTextColor("Level of computer wizards?", logical.V(0, 3), render.ColorWhite(), win)
td.DrawTextColor("(Press 1 to 8)", logical.V(0, 2), render.ColorWhite(), win)
td.DrawText("Level of computer wizards?", logical.V(0, 3), render.ColorWhite(), win)
td.DrawText("(Press 1 to 8)", logical.V(0, 2), render.ColorWhite(), win)
}

func (screen *ComputerDifficultyScreen) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
ss := ctx.GetSpriteSheet()
win := ctx.GetWindow()
c := captureNumKey(win)
if c >= 1 && c <= 8 {
TextDrawer(ss).DrawTextColor(fmt.Sprintf("%d", c), logical.V(27, 3), render.ColorWhite(), win)
TextDrawer(ss).DrawText(fmt.Sprintf("%d", c), logical.V(27, 3), render.ColorWhite(), win)
return &PlayerNameScreen{
PlayersScreen: PlayersScreen{
WizardCount: screen.WizardCount,
Expand Down
10 changes: 5 additions & 5 deletions screen/move.go
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@ func (screen *MoveAnnounceScreen) Step(ctx screeniface.GameCtx) screeniface.Game
ss := ctx.GetSpriteSheet()
players := ctx.(*game.Window).GetPlayers()
batch := DrawBoard(ctx)
textBottomColor(fmt.Sprintf("%s's turn", players[screen.PlayerIdx].Name), render.GetColor(241, 241, 0), ss, batch)
textBottom(fmt.Sprintf("%s's turn", players[screen.PlayerIdx].Name), render.GetColor(241, 241, 0), ss, batch)
batch.Draw(win)

// 0 skips movement turn
Expand Down Expand Up @@ -162,7 +162,7 @@ func (screen *MaybeDismount) Step(ctx screeniface.GameCtx) screeniface.GameScree
if screen.Character.GetMovement() == 0 { // Magic castle / dark citadel
isStaticCharacter = true
} else {
textBottomColor("Dismount wizard (Y or N)", render.GetColor(244, 244, 0), ss, batch)
textBottom("Dismount wizard (Y or N)", render.GetColor(244, 244, 0), ss, batch)
}
batch.Draw(win)

Expand Down Expand Up @@ -260,7 +260,7 @@ func (screen *MoveGroundCharacterScreen) Step(ctx screeniface.GameCtx) screenifa
return ms.NextScreen
}
if ms.IllegalUndeadAttack {
textBottomColor("Undead - Cannot be attacked", render.GetColor(0, 244, 244), ss, win)
textBottom("Undead - Cannot be attacked", render.GetColor(0, 244, 244), ss, win)
}
if ms.DidMove {
if ms.MountMove {
Expand Down Expand Up @@ -515,7 +515,7 @@ func (screen *MoveFlyingCharacterScreen) Step(ctx screeniface.GameCtx) screenifa
target := screen.WithCursor.CursorPosition
if target.Distance(currentLocation) > screen.Character.GetMovement() {
fmt.Printf("Out of range\n")
textBottomColor("Out of range", render.GetColor(0, 249, 249), ss, batch)
textBottom("Out of range", render.GetColor(0, 249, 249), ss, batch)
screen.OutOfRange = true
} else {
// work out what's in this square, if nothing move to it, if something attack it
Expand All @@ -526,7 +526,7 @@ func (screen *MoveFlyingCharacterScreen) Step(ctx screeniface.GameCtx) screenifa
if ms.IllegalUndeadAttack {
screen.OutOfRange = true
screen.DisplayRange = false
textBottomColor("Undead - Cannot be attacked", render.GetColor(0, 244, 244), ss, win)
textBottom("Undead - Cannot be attacked", render.GetColor(0, 244, 244), ss, win)
}
if ms.DidMove {
fmt.Printf("Did do flying move, finish screen\n")
Expand Down
26 changes: 13 additions & 13 deletions screen/players.go
Original file line number Diff line number Diff line change
Expand Up @@ -30,8 +30,8 @@ func (screen *PlayerNameScreen) Enter(ctx screeniface.GameCtx) {
ClearScreen(ss, win)
screen.CurrentPlayer = player.NewPlayer()
td := TextDrawer(ss)
td.DrawTextColor(fmt.Sprintf("PLAYER %d", GetPlayerCount(ctx)+1), logical.V(0, 9), render.ColorWhite(), win)
td.DrawTextColor("Enter name (12 letters max.)", logical.V(0, 8), render.ColorWhite(), win)
td.DrawText(fmt.Sprintf("PLAYER %d", GetPlayerCount(ctx)+1), logical.V(0, 9), render.ColorWhite(), win)
td.DrawText("Enter name (12 letters max.)", logical.V(0, 8), render.ColorWhite(), win)
}

func (screen *PlayerNameScreen) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand All @@ -50,8 +50,8 @@ func (screen *PlayerNameScreen) Step(ctx screeniface.GameCtx) screeniface.GameSc
screen.CurrentPlayer.Name = screen.CurrentPlayer.Name[:12]
}
td := TextDrawer(ss)
td.DrawTextColor(" ", logical.V(0, 7), render.ColorWhite(), win)
td.DrawTextColor(screen.CurrentPlayer.Name, logical.V(0, 7), render.ColorWhite(), win)
td.DrawText(" ", logical.V(0, 7), render.ColorWhite(), win)
td.DrawText(screen.CurrentPlayer.Name, logical.V(0, 7), render.ColorWhite(), win)
return screen
}

Expand All @@ -62,7 +62,7 @@ type PlayerAIScreen struct {
func (screen *PlayerAIScreen) Enter(ctx screeniface.GameCtx) {
win := ctx.GetWindow()
ss := ctx.GetSpriteSheet()
TextDrawer(ss).DrawTextColor("Computer controlled?", logical.V(0, 5), render.ColorWhite(), win)
TextDrawer(ss).DrawText("Computer controlled?", logical.V(0, 5), render.ColorWhite(), win)
}

func (screen *PlayerAIScreen) Step(ctx screeniface.GameCtx) screeniface.GameScreen {
Expand All @@ -71,11 +71,11 @@ func (screen *PlayerAIScreen) Step(ctx screeniface.GameCtx) screeniface.GameScre
td := TextDrawer(ss)
if win.JustPressed(pixelgl.KeyY) || win.JustPressed(pixelgl.KeyN) {
if win.JustPressed(pixelgl.KeyY) {
td.DrawTextColor("YES", logical.V(21, 5), render.ColorWhite(), win)
td.DrawText("YES", logical.V(21, 5), render.ColorWhite(), win)
}
if win.JustPressed(pixelgl.KeyN) {
screen.CurrentPlayer.HumanPlayer = true
td.DrawTextColor("NO", logical.V(21, 5), render.ColorWhite(), win)
td.DrawText("NO", logical.V(21, 5), render.ColorWhite(), win)
}
return &PlayerIconScreen{PlayersScreen: screen.PlayersScreen}
}
Expand All @@ -91,8 +91,8 @@ func (screen *PlayerIconScreen) Enter(ctx screeniface.GameCtx) {
ss := ctx.GetSpriteSheet()
td := TextDrawer(ss)
sd := SpriteDrawer(ss)
td.DrawTextColor("Which character?", logical.V(0, 4), render.ColorWhite(), win)
td.DrawTextColor("1 2 3 4 5 6 7 8", logical.V(0, 3), render.ColorWhite(), win)
td.DrawText("Which character?", logical.V(0, 4), render.ColorWhite(), win)
td.DrawText("1 2 3 4 5 6 7 8", logical.V(0, 3), render.ColorWhite(), win)
for x := 0; x < 8; x++ {
offset := logical.V(render.CharPixels/4+render.CharPixels/2*x*3, render.CharPixels*2-render.CharPixels/2)
sd.WithOffset(offset).DrawSprite(logical.V(x, 23), logical.V(1, 3), win)
Expand All @@ -105,7 +105,7 @@ func (screen *PlayerIconScreen) Step(ctx screeniface.GameCtx) screeniface.GameSc
c := captureNumKey(win)
if c >= 1 && c <= 8 {
screen.CurrentPlayer.CharacterIcon = logical.V(c-1, 23)
TextDrawer(ss).DrawTextColor(fmt.Sprintf("%d", c), logical.V(17, 4), render.ColorWhite(), win)
TextDrawer(ss).DrawText(fmt.Sprintf("%d", c), logical.V(17, 4), render.ColorWhite(), win)
sd := SpriteDrawer(ss)
offset := sd.WinOffsetV.Add(logical.V(render.CharPixels/4, 0))
sd.WithOffset(offset).DrawSprite(screen.CurrentPlayer.CharacterIcon, logical.V(9, 4), win)
Expand Down Expand Up @@ -136,8 +136,8 @@ func (screen *PlayerColorScreen) Enter(ctx screeniface.GameCtx) {
ss := ctx.GetSpriteSheet()
td := TextDrawer(ss)
sd := SpriteDrawer(ss)
td.DrawTextColor("Which color?", logical.V(0, 2), render.ColorWhite(), win)
td.DrawTextColor("1 2 3 4 5 6 7 8", logical.V(0, 1), render.ColorWhite(), win)
td.DrawText("Which color?", logical.V(0, 2), render.ColorWhite(), win)
td.DrawText("1 2 3 4 5 6 7 8", logical.V(0, 1), render.ColorWhite(), win)
colors := characterColorChoices()
for x := 0; x < 8; x++ {
offset := logical.V(render.CharPixels/4+render.CharPixels/2*x*3, render.CharPixels*2-render.CharPixels/2)
Expand All @@ -157,7 +157,7 @@ func (screen *PlayerColorScreen) Step(ctx screeniface.GameCtx) screeniface.GameS
c := captureNumKey(win)
if c >= 1 && c <= 8 {
colors := characterColorChoices()
td.DrawTextColor(fmt.Sprintf("%d", c), logical.V(13, 2), render.ColorWhite(), win)
td.DrawText(fmt.Sprintf("%d", c), logical.V(13, 2), render.ColorWhite(), win)
offset := sd.WinOffsetV.Add(logical.V(render.CharPixels/4, 0))
sd.WithOffset(offset).DrawSpriteColor(screen.CurrentPlayer.CharacterIcon, logical.V(7, 2), colors[c-1], win)
screen.CurrentPlayer.Color = colors[c-1]
Expand Down
28 changes: 14 additions & 14 deletions screen/turnmenu.go
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ func (screen *ExamineOneSpellScreen) Enter(ctx screeniface.GameCtx) {
win := ctx.GetWindow()
ss := ctx.GetSpriteSheet()
ClearScreen(ss, win)
textBottomColor(" Press any key to continue", render.ColorWhite(), ss, win)
textBottom(" Press any key to continue", render.ColorWhite(), ss, win)
td := TextDrawer(ss)

rating := screen.Spell.GetLawRating()
Expand All @@ -34,10 +34,10 @@ func (screen *ExamineOneSpellScreen) Enter(ctx screeniface.GameCtx) {
if rating < 0 {
name = fmt.Sprintf("%s (Chaos %d)", name, -rating)
}
td.DrawTextColor(name, logical.V(3, 9), render.ColorWhite(), win)
td.DrawText(name, logical.V(3, 9), render.ColorWhite(), win)
desc := screen.Spell.GetDescriptionArray(ctx.GetLawRating())
for i, line := range desc {
td.DrawTextColor(line, logical.V(3, 7-i), render.ColorWhite(), win)
td.DrawText(line, logical.V(3, 7-i), render.ColorWhite(), win)
}
}

Expand All @@ -59,16 +59,16 @@ func (screen *SpellListScreen) Enter(ctx screeniface.GameCtx) {
win := ctx.GetWindow()
ss := ctx.GetSpriteSheet()
ClearScreen(ss, win)
textBottomColor("Press 0 to return to main menu", render.ColorWhite(), ss, win)
textBottom("Press 0 to return to main menu", render.ColorWhite(), ss, win)
td := TextDrawer(ss)
td.DrawTextColor(fmt.Sprintf("%s's spells", screen.Player.Name), logical.V(0, 9), render.ColorWhite(), win)
td.DrawText(fmt.Sprintf("%s's spells", screen.Player.Name), logical.V(0, 9), render.ColorWhite(), win)
for i := 0; i < len(screen.Player.Spells); i++ {
mod := i % 2
if mod == 1 {
mod = 14
}
spell := screen.Player.Spells[i]
td.DrawTextColor(
td.DrawText(
fmt.Sprintf("%s%s%s", intToChar(i), spelliface.LawRatingSymbol(spell), spell.GetName()),
logical.V(mod, 8-(i/2)),
spells.CastingChanceColor(spell.GetCastingChance(ctx.GetLawRating())),
Expand Down Expand Up @@ -145,7 +145,7 @@ type IsIllusionScreen struct {
func (screen *IsIllusionScreen) Enter(ctx screeniface.GameCtx) {
win := ctx.GetWindow()
ss := ctx.GetSpriteSheet()
textBottomColor("Illusion? (Press Y or N)", render.ColorWhite(), ss, win)
textBottom("Illusion? (Press Y or N)", render.ColorWhite(), ss, win)
screen.Player.CastIllusion = false
}

Expand All @@ -171,14 +171,14 @@ func (screen *TurnMenuScreen) Enter(ctx screeniface.GameCtx) {
ss := ctx.GetSpriteSheet()
ClearScreen(ss, win)
fmt.Printf("index %d\n", screen.PlayerIdx)
textBottomColor(" Press Keys 1 to 4", render.ColorWhite(), ss, win)
textBottom(" Press Keys 1 to 4", render.ColorWhite(), ss, win)
td := TextDrawer(ss)
td.DrawTextColor(players[screen.PlayerIdx].Name, logical.V(3, 7), render.ColorWhite(), win)
td.DrawTextColor(lawRatingText(ctx.GetLawRating()), logical.V(3, 6), render.ColorWhite(), win)
td.DrawTextColor("1. Examine Spells", logical.V(3, 5), render.ColorWhite(), win)
td.DrawTextColor("2. Select Spell", logical.V(3, 4), render.ColorWhite(), win)
td.DrawTextColor("3. Examine Board", logical.V(3, 3), render.ColorWhite(), win)
td.DrawTextColor("4. Continue With Game", logical.V(3, 2), render.ColorWhite(), win)
td.DrawText(players[screen.PlayerIdx].Name, logical.V(3, 7), render.ColorWhite(), win)
td.DrawText(lawRatingText(ctx.GetLawRating()), logical.V(3, 6), render.ColorWhite(), win)
td.DrawText("1. Examine Spells", logical.V(3, 5), render.ColorWhite(), win)
td.DrawText("2. Select Spell", logical.V(3, 4), render.ColorWhite(), win)
td.DrawText("3. Examine Board", logical.V(3, 3), render.ColorWhite(), win)
td.DrawText("4. Continue With Game", logical.V(3, 2), render.ColorWhite(), win)
}

func lawRatingText(r int) string {
Expand Down
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