widelands-dev team mailing list archive
-
widelands-dev team
-
Mailing list archive
-
Message #10662
Re: [Merge] lp:~widelands-dev/widelands/reveal_hide_animations into lp:widelands
> 1. I wanted intentionally to reveal more land around the ruin of the
> fortress as already seen by the player,
When playtesting i found that revealing randomly has not really an effect because most of the fields are already seen by the player. Additionally calling reveal_randomly() do now hide the fields automatically before revealing. So after discovering the key-field some parts get hidden and immediately revealed again. That looked not good.
But you are right, revealing some more fields around the ruin is better -> I used the standard function reveal_fields() now (https://wl.widelands.org/docs/wl/autogen_wl_game/#wl.game.Player.reveal_fields). Not tested yet. Are you fine with that?
> 2. the line to hide the region around the starting filed is absolutely intentional
All reveal_* functions do now hide the given region automatically before revealing. I have implemented this to prevent typing each time two lines of code (1. hide, 2. reveal). This is much easier to use now. So calling hide_fields() isn't needed there. This is tested and revealing in a concentric way do work as expected.
--
https://code.launchpad.net/~widelands-dev/widelands/reveal_hide_animations/+merge/327062
Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1687100-reveal_fields.
References