UI Improvements, Round 2: Match UI
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 03 Dec 2011, 06:24
Along the same lines, it would be my preference to have the Dock in the SE corner under the card pic and card details. It looks out of place top left. It's probably the least important of all the panels we have. That gives more vertical room for stack and combat (and maybe most importantly, the log, when that's implemented).Doublestrike wrote:Posted the latest UI layout reshuffle, r12403. Placed the input on the SW, so the majority of clicking happens in the same region - hand plays, input moves, and the mouse only travels half of the distance compared to a NW input.
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 03 Dec 2011, 07:05
Understood, will be addressed. Just a few "return focus" lines that missed the boat here and there.slowe wrote:the focus seems to get stuck more easily
This may take too much space from the picture and detail? Will wait for Popular Opinion on that one before implementing.slapshot5 wrote:Dock in the SE corner
Yes, that's exactly what it's for. On the nose.friarsol wrote:Just trying to clarify what you mean here and the situations it happens.
Yes, is a little off. There's a lot of situations this happens and I didn't chase down and test every one.slowe wrote:but right now it seems a little off
Basically, whenever the input receives an action that is not correct, it lets the user know somehow. Maybe even different levels of reminding
- red for "expected yes/no" (e.g. play a card during mulligan)
- an orange for "right spell wrong time" (e.g. sorcery during AI turn)
- a yellow for "expecting something different" (e.g. instant played while paying ability cost mana)
This is mostly to prevent the user from pounding repeatedly on the mouse without having any response from the program (as I've done many times before). It's nice for the UI to say "yes, I hear you" so the user has to think that much less.
? Was it something I said?friarsol wrote:Looking like a terrible weekend for me to give feedback
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 03 Dec 2011, 08:33
Done r12411.sloth wrote:When a spell or ability is played the picture of the source card should be displayed in the picture panel until the mouse is moved on another card.
Had a look at this and didn't find any existing functionality, then tried to implement myself and ran into the obvious problem: what about multicolored cards? So, this is not done yet, need a little more info.sloth wrote:Spells and abilities on the stack had a box in the color of their source card around them and the letters were also in this color
Had a look into this, and all the previous focus-ers have been included. If you could explain a reproducible example, I'll re-open the case.slowe wrote:the focus seems to get stuck more easily.
This can be done with a dock button, but I'm a little unclear on what you have in mind. Do you want a dialog pop out, or simply saved resize settings?slowe wrote:some way to fullscreen the playing field would be nice
=========
With the exception of @sloth's color stuff, I've now debugged through page 4. Onward and upward.
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Re: UI Improvements, Round 2: Match UI
by Sloth » 03 Dec 2011, 09:35
I think it's a good idea. This panel can be very small by default and the picture has currently too much space anyway.Doublestrike wrote:This may take too much space from the picture and detail? Will wait for Popular Opinion on that one before implementing.slapshot5 wrote:Dock in the SE corner
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 03 Dec 2011, 13:48
I can't find the code for this right now, but the color we use is java.awt.Color.orange for multicolored I think.Doublestrike wrote:Had a look at this and didn't find any existing functionality, then tried to implement myself and ran into the obvious problem: what about multicolored cards? So, this is not done yet, need a little more info.sloth wrote:Spells and abilities on the stack had a box in the color of their source card around them and the letters were also in this color
see GuiDIsplayUtil.getBorder for colors we use I believe.
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 03 Dec 2011, 16:05
I'm going to have a go at implementing the GameLog/Console piece for the Tabber.
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Re: UI Improvements, Round 2: Match UI
by timmermac » 03 Dec 2011, 19:24
So far, my only complaints about the new UI are that the opponent's icon do not show up and panel widths do no seem to be persistent between games of a match or between matches. I keep having to drag the panel with the highlighted card's picture wider.
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Re: UI Improvements, Round 2: Match UI
by friarsol » 03 Dec 2011, 23:59
Awesome. Things I can think of to put in the logger.slapshot5 wrote:I'm going to have a go at implementing the GameLog/Console piece for the Tabber.
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- Adding something to the Stack (including the targets)
- Attackers declared (including Defending Object)
- Defenders declared (including Blocked Attacker)
- Life changes. Poison counter changes.
- SAs resolving and what they did to what (damage, drawing, etc)
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Re: UI Improvements, Round 2: Match UI
by Doublestrike » 04 Dec 2011, 00:58
r12421 just posted. Layout resizing is now saved.
Also, a new skin, "smith", with one of moomarc's old designs I found in a different thread, screenshot below.
Going to start on the mana pools today. Could someone in the know tell me if it's a large, impractical job to give a mana pool to the computer?
Also, a new skin, "smith", with one of moomarc's old designs I found in a different thread, screenshot below.
Going to start on the mana pools today. Could someone in the know tell me if it's a large, impractical job to give a mana pool to the computer?
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Re: UI Improvements, Round 2: Match UI
by friarsol » 04 Dec 2011, 01:47
Didn't Sloth already give the AI a mana pool?Doublestrike wrote:r12421 just posted. Layout resizing is now saved.
Also, a new skin, "smith", with one of moomarc's old designs I found in a different thread, screenshot below.
Going to start on the mana pools today. Could someone in the know tell me if it's a large, impractical job to give a mana pool to the computer?
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Re: UI Improvements, Round 2: Match UI
by Jaedayr » 04 Dec 2011, 02:29
Flashback cards cannot be flashed back. I have one in my graveyard along with two other normal cards. The UI says I have one flashback card, when I click the icon it shows me all three cards in the graveyard but clicking them does nothing.
Re: UI Improvements, Round 2: Match UI
by slapshot5 » 04 Dec 2011, 03:45
I have checked in a first pass at this. Not sure it's the most visually appealing. And it could use someone who knows how to make it scroll.friarsol wrote:Awesome. Things I can think of to put in the logger.
- Adding something to the Stack (including the targets)
- Attackers declared (including Defending Object)
- Defenders declared (including Blocked Attacker)
- Life changes. Poison counter changes.
- SAs resolving and what they did to what (damage, drawing, etc)
Currently, it will show:
1. turns
2. stack add
3. stack resolve
TODO:
1. make the panel scrollable
2. add attackers declared
3. add blockers declared
Not sure how much or detailed we want to get with life/poison.
Any feedback is appreciated.
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 04 Dec 2011, 03:59
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Re: UI Improvements, Round 2: Match UI
by slapshot5 » 04 Dec 2011, 04:10
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Re: UI Improvements, Round 2: Match UI
by ArsenalNut » 04 Dec 2011, 04:19
The AI has a mana pool but doesn't really use it. When the AI casts a spell it doesn't use the Mana spell ability to add/remove mana to/from the pool like when spells are cast by the human player.friarsol wrote:Didn't Sloth already give the AI a mana pool?
I was reworking this as part of the feature addition for Issue 266 "AF_Mana should support Produced$ Any". I got about 80% percent done then got slammed with work. I haven't checked in any code because there are some bugs with my AI spell casting rework to I need to address. I was planning to work on it over the holidays when I am off.
So many cards, so little time
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