equal
deleted
inserted
replaced
191 prevPoint.Y:= cScreenHeight div 2; |
191 prevPoint.Y:= cScreenHeight div 2; |
192 WorldDx:= -(LAND_WIDTH div 2) + cScreenWidth div 2; |
192 WorldDx:= -(LAND_WIDTH div 2) + cScreenWidth div 2; |
193 WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); |
193 WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); |
194 |
194 |
195 //aligns it to the bottom of the screen, minus the border |
195 //aligns it to the bottom of the screen, minus the border |
196 AMShiftTarget:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset; |
|
197 AMShift:= AMShiftTarget; |
|
198 SkyOffset:= 0; |
196 SkyOffset:= 0; |
199 HorizontOffset:= 0; |
197 HorizontOffset:= 0; |
200 |
198 |
201 {$IFDEF MOBILE} |
199 {$IFDEF MOBILE} |
202 AMxOffset:= 0; |
200 AMxOffset:= 0; |
203 if isPhone() then |
201 if isPhone() then |
204 AMyOffset:= AMSlotSize |
202 AMyOffset:= AMSlotSize |
205 else |
203 else |
206 AMyOffset:= AMSlotSize * 2; |
204 AMyOffset:= AMSlotSize * 2; |
|
205 AMShiftTarget:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMyOffset; |
207 {$ELSE} |
206 {$ELSE} |
208 AMxOffset:= 10; |
207 AMxOffset:= 10; |
209 AMyOffset:= 60; |
208 AMyOffset:= 60; |
|
209 AMShiftTarget:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset; |
210 {$ENDIF} |
210 {$ENDIF} |
|
211 |
|
212 AMShift:= AMShiftTarget; |
211 end; |
213 end; |
212 |
214 |
213 procedure InitCameraBorders; |
215 procedure InitCameraBorders; |
214 begin |
216 begin |
215 cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5); |
217 cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5); |