diff -r db7bb080c3d5 -r 2eb229411d73 Source/KlondikeGame.m --- a/Source/KlondikeGame.m Tue Jul 08 13:12:01 2008 -0700 +++ b/Source/KlondikeGame.m Mon Jul 21 17:32:21 2008 -0700 @@ -50,7 +50,7 @@ - (void) setUpBoard { - CGSize boardSize = _board.bounds.size; + CGSize boardSize = _table.bounds.size; CGFloat xSpacing = floor(boardSize.width/7); CGSize kCardSize; kCardSize.width = round(xSpacing * 0.9); // 1/7th of width, with 10% gap @@ -62,19 +62,19 @@ _deck = [[[Deck alloc] initWithCardsOfClass: [PlayingCard class]] autorelease]; [_deck shuffle]; _deck.position = pos; - [_board addSublayer: _deck]; + [_table addSublayer: _deck]; pos.x += xSpacing; _sink = [[[Deck alloc] init] autorelease]; _sink.position = pos; - [_board addSublayer: _sink]; + [_table addSublayer: _sink]; pos.x += xSpacing; for( CardSuit suit=kSuitClubs; suit<=kSuitSpades; suit++ ) { pos.x += xSpacing; Deck *aces = [[[Deck alloc] init] autorelease]; aces.position = pos; - [_board addSublayer: aces]; + [_table addSublayer: aces]; _aces[suit] = aces; } @@ -88,7 +88,7 @@ stackFrame.origin.x += xSpacing; stack.backgroundColor = nil; //kAlmostInvisibleWhiteColor; stack.dragAsStacks = YES; - [_board addSublayer: stack]; + [_table addSublayer: stack]; // According to the rules, one card should be added to each stack in turn, instead // of populating entire stacks one at a time. However, if one trusts the Deck's