Fixed the empty adventure deck bug. Fixed cards in discard/dead pile/adventure deck being super tiny the first time the dialog is loaded.
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@@ -328,27 +328,28 @@ var GempLotrGameUI = Class.extend({
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$("#showStats" + i).append(showBut);
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}
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//TODO: This is where we will need to add support for public discard piles
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if (!this.spectatorMode) {
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$("#discard" + this.getPlayerIndex(this.bottomPlayerId)).addClass("clickable").click(
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(function (index) {
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return function () {
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var dialog = that.discardPileDialogs[that.bottomPlayerId];
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var group = that.discardPileGroups[that.allPlayerIds[index]];
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var dialog = that.discardPileDialogs[index];
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var group = that.discardPileGroups[index];
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openSizeDialog(dialog);
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that.dialogResize(dialog, group);
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group.layoutCards();
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};
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})(i));
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})(that.bottomPlayerId));
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$("#adventureDeck" + this.getPlayerIndex(this.bottomPlayerId)).addClass("clickable").click(
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(function (index) {
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return function () {
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var dialog = that.adventureDeckDialogs[that.bottomPlayerId];
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var group = that.adventureDeckGroups[that.allPlayerIds[index]];
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var dialog = that.adventureDeckDialogs[index];
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var group = that.adventureDeckGroups[index];
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openSizeDialog(dialog);
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that.dialogResize(dialog, group);
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group.layoutCards();
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};
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})(i));
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})(that.bottomPlayerId));
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}
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for (var i = 0; i < this.allPlayerIds.length; i++) {
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@@ -96,11 +96,23 @@ public class GameState {
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}
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}
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for (String playerId : playerOrder.getAllPlayers())
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for (String playerId : playerOrder.getAllPlayers()) {
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_playerThreats.put(playerId, 0);
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}
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for (GameStateListener listener : getAllGameStateListeners())
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for (GameStateListener listener : getAllGameStateListeners()) {
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listener.setPlayerOrder(playerOrder.getAllPlayers());
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}
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//This needs done after the Player Order initialization has been issued, or else the player
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// adventure deck areas don't exist.
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for (String playerId : playerOrder.getAllPlayers()) {
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for(var site : getAdventureDeck(playerId)) {
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for (GameStateListener listener : getAllGameStateListeners()) {
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listener.cardCreated(site);
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}
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}
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}
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}
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public boolean isMoving() {
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