[Kde-games-devel] KReversi and KMahjongg

Albert Astals Cid aacid at kde.org
Thu Aug 17 15:43:58 CEST 2006


A Dijous 17 Agost 2006 05:13, Mauricio Piacentini va escriure:
> >> Well, I am volunteering to gradually evaluate and propose graphic
> >> enhancements to kdegames for KDE4. I was discussing this already with
> >> Ian for Kgoldrunner, but I believe I should start with something
> >> simpler, like the Kmahjongg vector tile support.
> >
> > Sorry for not-so-fast replying to such a good news :).
>
> Well, guess it is a nice way to spend a self-imposed sabbatical year :)
> BTW, I have registered for Akademy. I believe it could serve as a focal
> point for some of the efforts we have been discussing for the past two
> or three weeks. Are you guys planning to attend?
>
> > Well, as I'm not a designer at all maybe you can look at kreversi and
> > tell me what do you think of it's graphics? If you didn't noticed yet,
> > currently I'm busy with rewriting it so it is a good opportunity to
> > introduce such kind of changes.
>
> To be honest, the graphics are functional, and at least the game already
> have zoom in/zoom out capabilities. So it is in better shape compared
> with others in the tree, imo. But there is room for improvement, of course.
>
> What we probably need is just a svg version of the game pieces, and
> change the blitting code to use QSvgRenderer to get a scaled version of
> them, or draw directly to the background. I also believe that the wood
> background is a bit heavy, but this is true for all kind of
> heavy-textured backgrounds, imo. We could probably use a nice SVG
> background as well, something that matches the plasma proposed color
> palettes (ref at http://plasma.kde.org/cms/1091). In this same page,
> look at the plasma logo on the top. We could use simple game pieces with
> the kind of graphic treatment displayed there. I can send you a
> preliminary draft version in two or three days, one background and two
> pieces, for testing.
>
> The worst part in Kreversi is probably the arrangement of the widget
> that displays the piece count. It leaves an awful white space below it,
> completely wasted. We should probably change the design a bit to
> integrate this information over the background, and in an arrangement
> that does not waste that much space. It is a nice exercise,
> I will work on something during the weekend and will send it to you (and
> the list) for review.
>
> > Actually it doesn't matter from where to take the sources (from trunk or
> > from branch) as they share same graphics artwork.
> >
> > Btw, kreversi_rewrite is already running and playable!
> > The only thing that left from old kreversi is computer brain in Engine.
> > {cpp,h} :).
>
> Good. Nice work!
>
> I am working on SVG tiles for KMahjongg, spent the last two afternoons
> reading the code and mapping possible changes. There are two ways to
> implement it: the relatively easy one, and the perfect one :) Feedback
> is welcome!
>
> The easiest way is to continue to use the existing bitmap-based drawing,
> but offer more scaling options, and pre-rendering the bitmap tiles from
> an  SVG tileset. This way we would have minimal code changes, and the
> nice (and complicated) existing code that draws realistic shadows would
> remain intact. Apart from being something that GMahjongg does not have,
> the shadows really make a lot of difference visually. But with this
> approach we sacrifice antialias between tiles, and between tiles and
> background.

Why do we lose antialias? QPainter is able to draw antialiased now.

> Another approach (more complicated) would be to change all the drawing
> code to draw directly from SVG elements. This is a more complex change,
> and we would probably loose the  existing tilesets and themes if we did
> not adapt them. Performance will probably be affected adversely as well.
>
> I am still not sure about which approach to take, but I believe I will
> try the first one so we can have results quickly, and discuss possible
> directions using this first version as a starting point.
>
> One feature I would like to implement (maybe before Akademy, or during
> it) is the integration of KNewStuff. This seems a perfect fit for this
> game, enabling the sharing and automatic installation of new tilesets,
> backgrounds and layouts. What do you guys think?

Seems a good idea.

Albert

>
> Regards,
> Mauricio Piacentini
> Tabuleiro
>
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