Jeck - [JGE recompile needed] Shop cleanup, Interface enhancements.

Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning.

Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
This commit is contained in:
wagic.jeck
2010-02-01 18:27:25 +00:00
parent e999da6ef7
commit 0a863bcbad
21 changed files with 1619 additions and 1291 deletions

View File

@@ -94,6 +94,7 @@ class JGuiController
virtual void Render();
virtual void Update(float dt);
virtual bool CheckUserInput(u32 key);
void Add(JGuiObject* ctrl);
void RemoveAt(int i);

View File

@@ -94,13 +94,61 @@ JGuiController::~JGuiController()
void JGuiController::Render()
{
for (int i=0;i<mCount;i++)
if (mObjects[i]!=NULL)
mObjects[i]->Render();
}
bool JGuiController::CheckUserInput(u32 key){
if (key == mActionButton)
{
if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed())
{
if (mListener != NULL)
mListener->ButtonPressed(mId, mObjects[mCurr]->GetId());
return true;
}
}
else if ((PSP_CTRL_LEFT == key) || (PSP_CTRL_UP == key)) // || mEngine->GetAnalogY() < 64 || mEngine->GetAnalogX() < 64)
{
int n = mCurr;
n--;
if (n<0)
{
if ((mStyle&JGUI_STYLE_WRAPPING))
n = mCount-1;
else
n = 0;
}
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_UP))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
return true;
}
else if ((PSP_CTRL_RIGHT == key) || (PSP_CTRL_DOWN == key)) // || mEngine->GetAnalogY()>192 || mEngine->GetAnalogX()>192)
{
int n = mCurr;
n++;
if (n>mCount-1)
{
if ((mStyle&JGUI_STYLE_WRAPPING))
n = 0;
else
n = mCount-1;
}
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
return true;
}
return false;
}
void JGuiController::Update(float dt)
{
for (int i=0;i<mCount;i++)
@@ -108,53 +156,7 @@ void JGuiController::Update(float dt)
mObjects[i]->Update(dt);
u32 key = mEngine->ReadButton();
if (key == mActionButton)
{
if (mObjects[mCurr] != NULL && mObjects[mCurr]->ButtonPressed())
{
if (mListener != NULL)
{
mListener->ButtonPressed(mId, mObjects[mCurr]->GetId());
return;
}
}
}
else if ((PSP_CTRL_LEFT == key) || (PSP_CTRL_UP == key)) // || mEngine->GetAnalogY() < 64 || mEngine->GetAnalogX() < 64)
{
int n = mCurr;
n--;
if (n<0)
{
if ((mStyle&JGUI_STYLE_WRAPPING))
n = mCount-1;
else
n = 0;
}
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_UP))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
else if ((PSP_CTRL_RIGHT == key) || (PSP_CTRL_DOWN == key)) // || mEngine->GetAnalogY()>192 || mEngine->GetAnalogX()>192)
{
int n = mCurr;
n++;
if (n>mCount-1)
{
if ((mStyle&JGUI_STYLE_WRAPPING))
n = 0;
else
n = mCount-1;
}
if (n != mCurr && mObjects[mCurr] != NULL && mObjects[mCurr]->Leaving(PSP_CTRL_DOWN))
{
mCurr = n;
mObjects[mCurr]->Entering();
}
}
CheckUserInput(key);
}

View File

@@ -1,4 +1,4 @@
OBJS = objs/ActionElement.o objs/ActionLayer.o objs/ActionStack.o objs/AIMomirPlayer.o objs/AIPlayer.o objs/AIStats.o objs/CardGui.o objs/CardDescriptor.o objs/CardDisplay.o objs/CardEffect.o objs/CardPrimitive.o objs/CardSelector.o objs/Counters.o objs/Credits.o objs/Damage.o objs/DamagerDamaged.o objs/DeckDataWrapper.o objs/DeckMetaData.o objs/DeckStats.o objs/DuelLayers.o objs/Effects.o objs/ExtraCost.o objs/GameApp.o objs/GameLauncher.o objs/GameObserver.o objs/GameOptions.o objs/GameState.o objs/GameStateAwards.o objs/GameStateDeckViewer.o objs/GameStateDuel.o objs/GameStateMenu.o objs/GameStateOptions.o objs/GameStateShop.o objs/GuiAvatars.o objs/GuiBackground.o objs/GuiCardsController.o objs/GuiCombat.o objs/GuiFrame.o objs/GuiHand.o objs/GuiLayers.o objs/GuiMana.o objs/GuiPhaseBar.o objs/GuiPlay.o objs/GuiStatic.o objs/Logger.o objs/ManaCost.o objs/ManaCostHybrid.o objs/MenuItem.o objs/MTGAbility.o objs/MTGCardInstance.o objs/MTGCard.o objs/MTGDeck.o objs/MTGDefinitions.o objs/MTGGamePhase.o objs/MTGGameZones.o objs/MTGRules.o objs/OptionItem.o objs/PhaseRing.o objs/Player.o objs/PlayerData.o objs/PlayGuiObjectController.o objs/PlayGuiObject.o objs/Pos.o objs/PriceList.o objs/ReplacementEffects.o objs/Rules.o objs/ShopItem.o objs/SimpleMenu.o objs/SimpleMenuItem.o objs/SimplePad.o objs/Subtypes.o objs/TargetChooser.o objs/TargetsList.o objs/TextScroller.o objs/Token.o objs/Translate.o objs/Trash.o objs/utils.o objs/WEvent.o objs/WResourceManager.o objs/WCachedResource.o objs/Tasks.o
OBJS = objs/ActionElement.o objs/ActionLayer.o objs/ActionStack.o objs/AIMomirPlayer.o objs/AIPlayer.o objs/AIStats.o objs/CardGui.o objs/CardDescriptor.o objs/CardDisplay.o objs/CardEffect.o objs/CardPrimitive.o objs/CardSelector.o objs/Counters.o objs/Credits.o objs/Damage.o objs/DamagerDamaged.o objs/DeckDataWrapper.o objs/DeckMetaData.o objs/DeckStats.o objs/DuelLayers.o objs/Effects.o objs/ExtraCost.o objs/GameApp.o objs/GameLauncher.o objs/GameObserver.o objs/GameOptions.o objs/GameState.o objs/GameStateAwards.o objs/GameStateDeckViewer.o objs/GameStateDuel.o objs/GameStateMenu.o objs/GameStateOptions.o objs/GameStateShop.o objs/GameStateTransitions.o objs/GuiAvatars.o objs/GuiBackground.o objs/GuiCardsController.o objs/GuiCombat.o objs/GuiFrame.o objs/GuiHand.o objs/GuiLayers.o objs/GuiMana.o objs/GuiPhaseBar.o objs/GuiPlay.o objs/GuiStatic.o objs/Logger.o objs/ManaCost.o objs/ManaCostHybrid.o objs/MenuItem.o objs/MTGAbility.o objs/MTGCardInstance.o objs/MTGCard.o objs/MTGDeck.o objs/MTGDefinitions.o objs/MTGGamePhase.o objs/MTGGameZones.o objs/MTGRules.o objs/OptionItem.o objs/PhaseRing.o objs/Player.o objs/PlayerData.o objs/PlayGuiObjectController.o objs/PlayGuiObject.o objs/Pos.o objs/PriceList.o objs/ReplacementEffects.o objs/Rules.o objs/ShopItem.o objs/SimpleMenu.o objs/SimpleMenuItem.o objs/SimplePad.o objs/Subtypes.o objs/TargetChooser.o objs/TargetsList.o objs/TextScroller.o objs/Token.o objs/Translate.o objs/Trash.o objs/utils.o objs/WEvent.o objs/WResourceManager.o objs/WCachedResource.o objs/Tasks.o
DEPS = $(patsubst objs/%.o, deps/%.d, $(OBJS))
RESULT = $(shell psp-config --psp-prefix 2> Makefile.cache)

Binary file not shown.

After

Width:  |  Height:  |  Size: 78 KiB

View File

@@ -42,6 +42,7 @@
#define GAME_TYPE_RANDOM2 3
class MTGAllCards;
class TransitionBase;
class GameApp: public JApp
{
@@ -57,7 +58,6 @@ class GameApp: public JApp
GameState* mCurrentState;
GameState* mNextState;
GameState* mGameStates[GAME_STATE_MAX];
public:
@@ -74,15 +74,18 @@ class GameApp: public JApp
virtual void Render();
virtual void Pause();
virtual void Resume();
void LoadGameStates();
void SetNextState(int state);
void DoTransition(int trans, int tostate, float dur=-1, bool animonly = false);
void DoAnimation(int trans, float dur=-1);
static hgeParticleSystem * Particles[6];
static int HasMusic;
static string systemError;
static JMusic* music;
static MTGAllCards * collection;
static int players[2];
static int players[2];
};

View File

@@ -11,15 +11,23 @@ using namespace std;
enum ENUM_GAME_STATE
{
GAME_STATE_NONE = -1,
GAME_STATE_MENU = 1,
GAME_STATE_DUEL = 2,
GAME_STATE_DECK_VIEWER = 3,
GAME_STATE_SHOP = 4,
GAME_STATE_OPTIONS = 5,
GAME_STATE_AWARDS = 6,
GAME_STATE_MAX = 7,
GAME_STATE_TRANSITION = 7,
GAME_STATE_MAX = 8,
};
enum ENUM_GS_TRANSITION
{
TRANSITION_FADE = 0,
TRANSITION_FADE_IN = 1,
MAX_TRANSITION
};
class GameApp;
class SimpleMenu;

View File

@@ -13,12 +13,12 @@
#define STAGE_SHOP_MENU 3
#define STAGE_SHOP_SHOP 4
#define STAGE_SHOP_TASKS 5
#define STAGE_FADE_IN 6
class GameStateShop: public GameState, public JGuiListener
{
private:
ShopItems * shop;
JTexture * altThumb[8];
JQuad * mBack;
@@ -43,10 +43,6 @@ class GameStateShop: public GameState, public JGuiListener
virtual void Update(float dt);
virtual void Render();
virtual void ButtonPressed(int controllerId, int controlId);
};

View File

@@ -0,0 +1,33 @@
#ifndef _GAME_STATE_TRANSITIONS_H_
#define _GAME_STATE_TRANSITIONS_H_
#include <JGE.h>
#include <JGui.h>
#include "../include/GameState.h"
class TransitionBase: public GameState, public JGuiListener{
public:
TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration);
virtual void Start();
virtual void End();
virtual bool Finished() {return (mElapsed >= mDuration);};
virtual void Update(float dt);
virtual void Render() = 0;
virtual void ButtonPressed(int controllerId, int controlId);
float mElapsed;
float mDuration;
GameState* from;
GameState* to;
bool bAnimationOnly; //Does not call start or end on subordinates.
};
class TransitionFade: public TransitionBase {
public:
TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed);
virtual void Render();
bool mReversed;
};
#endif

View File

@@ -31,6 +31,7 @@ class ShopItem:public JGuiObject{
float mTargetScale;
hgeDistortionMesh* mesh;
void updateThumb();
public:
int nameCount;
@@ -83,6 +84,7 @@ class ShopItems:public JGuiController,public JGuiListener{
void Add(char * text, JQuad * quad, JQuad * thumb,int _price);
void pricedialog(int id, int mode=1);
virtual void ButtonPressed(int controllerId, int controlId);
bool CheckUserInput(u32 key);
void savePriceList();
void saveAll();
static float _x1[],_y1[],_x2[],_y2[],_x3[],_y3[],_x4[],_y4[];

View File

@@ -1,194 +1,211 @@
#ifndef TASK_H
#define TASK_H
#include <vector>
// Task type constant
#define TASK_BASIC 'B'
#define TASK_WIN_AGAINST 'W'
#define TASK_SLAUGHTER 'S'
#define TASK_DELAY 'D'
#define TASK_IMMORTAL 'I'
#define TASK_MASSIVE_BURIAL 'M'
#define TASK_WISDOM 'O'
#define TASKS_ALL "WSDIMO"
#define ITEM_SEPARATOR "|"
#define COMMON_ATTRIBS_COUNT 7
class Task {
protected:
int reward; // TODO: Complex rewards. Be consistent with other planned modes with rewards.
int opponent;
bool accepted;
char type;
int expiresIn;
string description;
string opponentName;
vector<string> persistentAttribs; // persistentAttributes
void storeCommonAttribs();
int restoreCommonAttribs();
string getOpponentName();
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
virtual int computeReward() = 0;
public:
// variable to store and method to obtain names of AI decks
//!! Todo: This should _really_ be handled elsewhere (dedicated class?)
static vector<string> AIDeckNames;
static void loadAIDeckNames();
static int getAIDeckCount();
static string getAIDeckName(int id);
// End of AI deck buffering code
Task(char _type = ' ');
static Task* createFromStr(string params, bool rand = FALSE);
virtual string toString();
string getDesc();
virtual string createDesc() = 0;
virtual string getShortDesc() = 0;
int getExpiration();
int getReward();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app) = 0;
bool isExpired();
void setExpiration(int _expiresIn);
void passOneDay();
};
class TaskList {
protected:
string fileName;
public:
vector<Task*> tasks;
TaskList(string _fileName = "");
int load(string _fileName = "");
int save(string _fileName = "");
void addTask(string params, bool rand = FALSE);
void addTask(Task *task);
void addRandomTask(int diff = 100);
void removeTask(Task *task);
void passOneDay();
void getDoneTasks(Player * _p1, Player * _p2, GameApp * _app, vector<Task*>* result);
int getTaskCount();
//!!virtual void Update(float dt);
virtual void Render();
//!!virtual void ButtonPressed(int controllerId, int controlId);
~TaskList();
};
class TaskWinAgainst : public Task {
protected:
virtual int computeReward();
public:
TaskWinAgainst(int _opponent = 0);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
};
class TaskSlaughter : public TaskWinAgainst {
protected:
int targetLife;
virtual int computeReward();
public:
TaskSlaughter(int _opponent = 0, int _targetLife = -15);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskDelay : public TaskWinAgainst {
protected:
int turn;
bool afterTurn;
virtual int computeReward();
public:
TaskDelay(int _opponent = 0, int _turn = 20);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskImmortal : public Task {
protected:
int targetLife;
int level;
virtual int computeReward();
public:
TaskImmortal(int _targetLife = 20);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskMassiveBurial : public Task {
protected:
int color;
int bodyCount;
virtual int computeReward();
public:
TaskMassiveBurial(int _color = 0, int _bodyCount = 0);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskWisdom : public Task {
protected:
int color;
int cardCount;
virtual int computeReward();
public:
TaskWisdom(int _color = 0, int _cardCount = 0);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
/* ------------ Task template ------------
class TaskXX : public Task {
protected:
virtual int computeReward();
public:
TaskXX();
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
*/
#endif
#ifndef TASK_H
#define TASK_H
#include <vector>
// Task type constant
#define TASK_BASIC 'B'
#define TASK_WIN_AGAINST 'W'
#define TASK_SLAUGHTER 'S'
#define TASK_DELAY 'D'
#define TASK_IMMORTAL 'I'
#define TASK_MASSIVE_BURIAL 'M'
#define TASK_WISDOM 'O'
#define TASKS_ALL "WSDIMO"
#define ITEM_SEPARATOR "|"
#define COMMON_ATTRIBS_COUNT 7
class Task {
protected:
int reward; // TODO: Complex rewards. Be consistent with other planned modes with rewards.
int opponent;
bool accepted;
char type;
int expiresIn;
string description;
string opponentName;
vector<string> persistentAttribs; // persistentAttributes
void storeCommonAttribs();
int restoreCommonAttribs();
string getOpponentName();
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
virtual int computeReward() = 0;
public:
// variable to store and method to obtain names of AI decks
//!! Todo: This should _really_ be handled elsewhere (dedicated class?)
static vector<string> AIDeckNames;
static void loadAIDeckNames();
static int getAIDeckCount();
static string getAIDeckName(int id);
// End of AI deck buffering code
Task(char _type = ' ');
static Task* createFromStr(string params, bool rand = FALSE);
virtual string toString();
string getDesc();
virtual string createDesc() = 0;
virtual string getShortDesc() = 0;
int getExpiration();
int getReward();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app) = 0;
bool isExpired();
void setExpiration(int _expiresIn);
void passOneDay();
};
class TaskList {
protected:
string fileName;
float vPos;
float mElapsed;
int mState;
JQuad * mBg[9];
JTexture * mBgTex;
public:
vector<Task*> tasks;
enum{
TASKS_IN,
TASKS_ACTIVE,
TASKS_OUT,
TASKS_INACTIVE,
};
TaskList(string _fileName = "");
int load(string _fileName = "");
int save(string _fileName = "");
int getState() {return mState;};
void addTask(string params, bool rand = FALSE);
void addTask(Task *task);
void addRandomTask(int diff = 100);
void removeTask(Task *task);
void passOneDay();
void getDoneTasks(Player * _p1, Player * _p2, GameApp * _app, vector<Task*>* result);
int getTaskCount();
void Start();
void End();
void Update(float dt);
void Render();
//!!virtual void ButtonPressed(int controllerId, int controlId);
~TaskList();
};
class TaskWinAgainst : public Task {
protected:
virtual int computeReward();
public:
TaskWinAgainst(int _opponent = 0);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
};
class TaskSlaughter : public TaskWinAgainst {
protected:
int targetLife;
virtual int computeReward();
public:
TaskSlaughter(int _opponent = 0, int _targetLife = -15);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskDelay : public TaskWinAgainst {
protected:
int turn;
bool afterTurn;
virtual int computeReward();
public:
TaskDelay(int _opponent = 0, int _turn = 20);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskImmortal : public Task {
protected:
int targetLife;
int level;
virtual int computeReward();
public:
TaskImmortal(int _targetLife = 20);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskMassiveBurial : public Task {
protected:
int color;
int bodyCount;
virtual int computeReward();
public:
TaskMassiveBurial(int _color = 0, int _bodyCount = 0);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
class TaskWisdom : public Task {
protected:
int color;
int cardCount;
virtual int computeReward();
public:
TaskWisdom(int _color = 0, int _cardCount = 0);
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
/* ------------ Task template ------------
class TaskXX : public Task {
protected:
virtual int computeReward();
public:
TaskXX();
virtual string createDesc();
virtual string getShortDesc();
virtual bool isDone(Player * _p1, Player * _p2, GameApp * _app);
virtual void storeCustomAttribs();
virtual void restoreCustomAttribs();
virtual void randomize();
};
*/
#endif

View File

@@ -10,6 +10,7 @@
#include "../include/WResourceManager.h"
#include "../include/GameApp.h"
#include "../include/Subtypes.h"
#include "../include/GameStateTransitions.h"
#include "../include/GameStateDeckViewer.h"
#include "../include/GameStateMenu.h"
#include "../include/GameStateDuel.h"
@@ -20,6 +21,8 @@
#include "../include/DeckMetaData.h"
#include "../include/Translate.h"
#define DEFAULT_DURATION .25
hgeParticleSystem* GameApp::Particles[] = {NULL,NULL,NULL,NULL,NULL,NULL};
MTGAllCards * GameApp::collection = NULL;
int GameApp::players[] = {0,0};
@@ -180,6 +183,8 @@ void GameApp::Create()
mGameStates[GAME_STATE_AWARDS] = NEW GameStateAwards(this);
mGameStates[GAME_STATE_AWARDS]->Create();
mGameStates[GAME_STATE_TRANSITION] = NULL;
mCurrentState = NULL;
mNextState = mGameStates[GAME_STATE_MENU];
@@ -263,16 +268,31 @@ void GameApp::Update()
if (dt > 35.0f) // min 30 FPS ;)
dt = 35.0f;
if (mCurrentState != NULL)
mCurrentState->Update(dt);
TransitionBase * mTrans = NULL;
if (mCurrentState){
mCurrentState->Update(dt);
if(mGameStates[GAME_STATE_TRANSITION] == mCurrentState)
mTrans = (TransitionBase *) mGameStates[GAME_STATE_TRANSITION];
}
//Check for finished transitions.
if(mTrans && mTrans->Finished()){
mTrans->End();
if(mTrans->to != NULL && !mTrans->bAnimationOnly){
mCurrentState = mTrans->to;
SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
mCurrentState->Start();
}
else{
mCurrentState = mTrans->from;
SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
}
}
if (mNextState != NULL)
{
{
if (mCurrentState != NULL)
mCurrentState->End();
mCurrentState = mNextState;
#if defined (WIN32) || defined (LINUX)
#else
@@ -285,7 +305,6 @@ void GameApp::Update()
*/
#endif
mCurrentState->Start();
mNextState = NULL;
}
@@ -302,10 +321,9 @@ void GameApp::Render()
if (mFont) mFont->DrawString(systemError.c_str(),1,1);
return;
}
if (mCurrentState != NULL)
{
if (mCurrentState)
mCurrentState->Render();
}
#ifdef DEBUG_CACHE
resources.DebugRender();
@@ -340,3 +358,40 @@ void GameApp::Resume(){
}
void GameApp::DoTransition(int trans, int tostate, float dur, bool animonly){
TransitionBase * tb = NULL;
GameState * toState = NULL;
if(tostate > GAME_STATE_NONE && tostate < GAME_STATE_MAX)
toState = mGameStates[tostate];
if(mGameStates[GAME_STATE_TRANSITION]){
tb =(TransitionBase*) mGameStates[GAME_STATE_TRANSITION];
if(toState)
tb->to = toState; //Additional calls to transition merely update the destination.
return;
}
if(dur < 0)
dur = DEFAULT_DURATION; // Default to this value.
switch(trans){
case TRANSITION_FADE_IN:
tb = NEW TransitionFade(this,mCurrentState,toState,dur,true);
break;
case TRANSITION_FADE:
default:
tb = NEW TransitionFade(this,mCurrentState,toState,dur,false);
}
if(tb){
tb->bAnimationOnly = animonly;
mGameStates[GAME_STATE_TRANSITION] = tb;
mGameStates[GAME_STATE_TRANSITION]->Start();
mCurrentState = tb; //The old current state is ended inside our transition.
} else if(toState) { //Somehow failed, just do standard SetNextState behaviour
mNextState = toState;
}
}
void GameApp::DoAnimation(int trans, float dur){
DoTransition(trans,GAME_STATE_NONE,dur,true);
}

View File

@@ -37,6 +37,7 @@ void GameStateAwards::End()
}
void GameStateAwards::Start()
{
mParent->DoAnimation(TRANSITION_FADE_IN);
char buf[256];
mState = STATE_LISTVIEW;
options.checkProfile();
@@ -177,11 +178,11 @@ void GameStateAwards::Update(float dt)
menu->Add(3, "Cancel");
break;
case PSP_CTRL_LTRIGGER:
mParent->SetNextState(GAME_STATE_MENU);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
break;
case PSP_CTRL_CROSS:
if(mState == STATE_LISTVIEW)
mParent->SetNextState(GAME_STATE_MENU);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
else{
mState = STATE_LISTVIEW;
SAFE_DELETE(detailview);
@@ -321,7 +322,7 @@ void GameStateAwards::ButtonPressed(int controllerId, int controlId)
if(controllerId == -102)
switch (controlId){
case 1:
mParent->SetNextState(GAME_STATE_MENU);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
showMenu = false;
break;
case 2:

View File

@@ -1409,7 +1409,7 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
case 10: //Deck menu
if (controlId == -1){
if(!mSwitching)
mParent->SetNextState(GAME_STATE_MENU);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
else
mStage = STAGE_WAITING;
@@ -1446,7 +1446,7 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
mSwitching = true;
break;
case 3:
mParent->SetNextState(GAME_STATE_MENU);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
break;
case 4:
mStage = STAGE_WAITING;

View File

@@ -19,7 +19,7 @@
#include <time.h>
#endif
enum ENUM_DUEL_STATEseems
enum ENUM_DUEL_STATE
{
DUEL_STATE_START,
DUEL_STATE_END,
@@ -97,11 +97,14 @@ void GameStateDuel::Start()
}
}
if(deckmenu){
if (decksneeded){
deckmenu->Add(-1,_("Create your Deck!").c_str(),"Highly recommended to get\nthe full Wagic experience!");
premadeDeck = true;
fillDeckMenu(deckmenu,RESPATH"/player/premade");
}
deckmenu->Add(-1,_("New Deck...").c_str());
}
for (int i = 0; i < 2; ++i){
mPlayers[i] = NULL;
@@ -364,13 +367,16 @@ void GameStateDuel::Update(float dt)
mGamePhase = DUEL_STATE_PLAY;
break;
case DUEL_STATE_BACK_TO_MAIN_MENU:
menu->Update(dt);
if (menu->closed) {
PlayerData * playerdata = NEW PlayerData(mParent->collection);
playerdata->taskList->passOneDay();
playerdata->taskList->save();
SAFE_DELETE(playerdata);
mParent->SetNextState(GAME_STATE_MENU);
if(menu){
menu->Update(dt);
if (menu->closed) {
PlayerData * playerdata = NEW PlayerData(mParent->collection);
playerdata->taskList->passOneDay();
playerdata->taskList->save();
SAFE_DELETE(playerdata);
SAFE_DELETE(menu);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU,1);
}
}
break;
default:
@@ -456,7 +462,8 @@ void GameStateDuel::Render()
sprintf(buffer,_("Turn:%i").c_str(),game->turn);
mFont->DrawString(buffer,SCREEN_WIDTH/2,0,JGETEXT_CENTER);
}
menu->Render();
if(menu)
menu->Render();
}
LOG("End Render\n");
}

View File

@@ -36,7 +36,7 @@ enum ENUM_MENU_STATE_MINOR
{
MENU_STATE_MINOR_NONE = 0,
MENU_STATE_MINOR_SUBMENU_CLOSING = 0x100,
MENU_STATE_MINOR_FADEIN = 0x200,
MENU_STATE_MINOR = 0xF00
};
@@ -133,7 +133,7 @@ void GameStateMenu::Start(){
JRenderer::GetInstance()->EnableVSync(true);
subMenuController = NULL;
SAFE_DELETE(mGuiController);
if (GameApp::HasMusic && !GameApp::music && options[Options::MUSICVOLUME].number > 0){
GameApp::music = resources.ssLoadMusic("Track0.mp3");
JSoundSystem::GetInstance()->PlayMusic(GameApp::music, true);
@@ -153,9 +153,12 @@ void GameStateMenu::Start(){
mBg = resources.RetrieveQuad("menutitle.png", 0, 0, 256, 166); // Create background quad for rendering.
mBg->SetHotSpot(128,50);
genNbCardsStr();
genNbCardsStr();
if(currentState == MENU_STATE_MAJOR_MAINMENU){
currentState = currentState | MENU_STATE_MINOR_FADEIN;
}
}
void GameStateMenu::genNbCardsStr(){
@@ -431,7 +434,7 @@ void GameStateMenu::Update(float dt)
if (mGuiController)
mGuiController->Update(dt);
if(mEngine->GetButtonState(PSP_CTRL_RTRIGGER)) //Hook for GameStateAward state
mParent->SetNextState(GAME_STATE_AWARDS);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_AWARDS); //TODO: A slide transition would be nice.
break;
case MENU_STATE_MAJOR_SUBMENU :
subMenuController->Update(dt);
@@ -453,7 +456,7 @@ void GameStateMenu::Update(float dt)
subMenuController->Add(SUBMENUITEM_CANCEL, "Cancel");
}
}else{
mParent->SetNextState(GAME_STATE_DUEL);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_DUEL);
currentState = MENU_STATE_MAJOR_MAINMENU;
}
}
@@ -499,15 +502,11 @@ void GameStateMenu::Update(float dt)
}
scroller->Update(dt);
}
if((currentState & MENU_STATE_MINOR) == MENU_STATE_MINOR_FADEIN){ currentState = currentState ^ MENU_STATE_MINOR_FADEIN; mParent->DoAnimation(TRANSITION_FADE_IN,.15); }}
void GameStateMenu::Render()
{
JRenderer * renderer = JRenderer::GetInstance();
if((currentState & MENU_STATE_MINOR) == MENU_STATE_MINOR_FADEIN) return; JRenderer * renderer = JRenderer::GetInstance();
renderer->ClearScreen(ARGB(0,0,0,0));
JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
if ((currentState & MENU_STATE_MAJOR) == MENU_STATE_MAJOR_LANG){
@@ -571,7 +570,6 @@ void GameStateMenu::Render()
if (subMenuController){
subMenuController->Render();
}
}
@@ -612,25 +610,25 @@ JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
}
break;
case MENUITEM_DECKEDITOR:
mParent->SetNextState(GAME_STATE_DECK_VIEWER);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_DECK_VIEWER);
break;
case MENUITEM_SHOP:
mParent->SetNextState(GAME_STATE_SHOP);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_SHOP);
break;
case MENUITEM_OPTIONS:
mParent->SetNextState(GAME_STATE_OPTIONS);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_OPTIONS);
break;
case MENUITEM_EXIT:
mEngine->End();
break;
case SUBMENUITEM_1PLAYER:
mParent->players[0] = PLAYER_TYPE_HUMAN;
mParent->players[0] = PLAYER_TYPE_HUMAN;
mParent->players[1] = PLAYER_TYPE_CPU;
subMenuController->Close();
currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
break;
case SUBMENUITEM_2PLAYER:
mParent->players[0] = PLAYER_TYPE_HUMAN;
mParent->players[0] = PLAYER_TYPE_HUMAN;
mParent->players[1] = PLAYER_TYPE_HUMAN;
subMenuController->Close();
currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;

View File

@@ -218,7 +218,7 @@ void GameStateOptions::ButtonPressed(int controllerId, int controlId)
JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number);
JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number);
case 2:
mParent->SetNextState(GAME_STATE_MENU);
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
break;
case 3:
mState = SHOW_OPTIONS;

View File

@@ -26,9 +26,7 @@ void GameStateShop::Create(){
void GameStateShop::Start()
{
menu = NULL;
mStage = STAGE_SHOP_SHOP;
mStage = STAGE_FADE_IN;
//alternateRender doesn't lock, so lock our thumbnails for hgeDistort.
altThumb[0] = resources.RetrieveTexture("artifact_thumb.jpg", RETRIEVE_LOCK);
@@ -53,7 +51,6 @@ void GameStateShop::Start()
shop = NULL;
taskList = NULL;
load();
}
@@ -138,7 +135,9 @@ void GameStateShop::Update(float dt)
{
// mParent->effect->UpdateSmall(dt);
// mParent->effect->UpdateBig(dt);
if (mStage == STAGE_SHOP_MENU){
u32 btn;
switch(mStage){
case STAGE_SHOP_MENU:
if (menu){
menu->Update(dt);
}else{
@@ -147,16 +146,32 @@ void GameStateShop::Update(float dt)
menu->Add(14,"See available tasks");
menu->Add(13, "Cancel");
}
}else{
if (mEngine->GetButtonClick(PSP_CTRL_START)){
mStage = STAGE_SHOP_MENU;
}
if (mStage == STAGE_SHOP_TASKS){
if ( (mEngine->GetButtonClick(PSP_CTRL_CROSS)) ||
(mEngine->GetButtonClick(PSP_CTRL_TRIANGLE)) ) {
mStage = STAGE_SHOP_SHOP;
break;
case STAGE_SHOP_TASKS:
if(menu){
menu->Update(dt);
return;
}
if(taskList){
btn = mEngine->ReadButton();
taskList->Update(dt);
if ( taskList->getState() != TaskList::TASKS_INACTIVE){
if( btn == PSP_CTRL_CROSS || btn == PSP_CTRL_TRIANGLE ){
taskList->End();
return;
}else if(taskList->getState() == TaskList::TASKS_ACTIVE && btn == PSP_CTRL_START ){
if(!menu){
menu = NEW SimpleMenu(11,this,Constants::MENU_FONT,SCREEN_WIDTH/2-100,20);
menu->Add(12,"Save & Back to Main Menu");
menu->Add(15,"Close tasks");
menu->Add(13, "Cancel");
}
}
}
else
mStage = STAGE_SHOP_SHOP;
}
#ifdef TESTSUITE
if ((mEngine->GetButtonClick(PSP_CTRL_SQUARE)) && (taskList)) {
taskList->passOneDay();
@@ -167,15 +182,25 @@ void GameStateShop::Update(float dt)
taskList->save();
}
#endif
} else {
if (mEngine->GetButtonClick(PSP_CTRL_SQUARE)){
break;
case STAGE_SHOP_SHOP:
btn = mEngine->ReadButton();
if (btn == PSP_CTRL_START){
mStage = STAGE_SHOP_MENU;
return;
}else if(btn == PSP_CTRL_SQUARE){
load();
}
if (shop)
if (shop){
shop->CheckUserInput(btn);
shop->Update(dt);
}
}
break;
case STAGE_FADE_IN:
mParent->DoAnimation(TRANSITION_FADE_IN);
mStage = STAGE_SHOP_SHOP;
break;
}
}
@@ -184,43 +209,51 @@ void GameStateShop::Render()
//Erase
JRenderer * r = JRenderer::GetInstance();
r->ClearScreen(ARGB(0,0,0,0));
if(mStage == STAGE_FADE_IN)
return;
if (mBg) r->RenderQuad(mBg,0,0);
if (shop)
shop->Render();
if (mStage == STAGE_SHOP_TASKS) {
if (!taskList) {
taskList = NEW TaskList();
}
if (mStage == STAGE_SHOP_TASKS && taskList) {
taskList->Render();
}
if (mStage == STAGE_SHOP_MENU && menu){
if (menu){
menu->Render();
}
}
void GameStateShop::ButtonPressed(int controllerId, int controlId)
{
switch (controllerId){
case 10:
if (shop) shop->pricedialog(controlId);
break;
case 11:
if (controlId == 12){
if (shop) shop->saveAll();
if (taskList) taskList->save();
mParent->SetNextState(GAME_STATE_MENU);
} else if (controlId == 14){
mStage = STAGE_SHOP_TASKS;
} else {
mStage = STAGE_SHOP_SHOP;
}
break;
if (controllerId == 10){
if (shop)
shop->pricedialog(controlId);
}
}
else{
switch(controlId){
case 12:
if (shop) shop->saveAll();
if (taskList) taskList->save();
mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
mStage = STAGE_SHOP_SHOP;
break;
case 14:
mStage = STAGE_SHOP_TASKS;
if (!taskList)
taskList = NEW TaskList();
taskList->Start();
break;
case 15:
if(taskList)
taskList->End();
break;
default:
mStage = STAGE_SHOP_SHOP;
}
SAFE_DELETE(menu);
}
}

View File

@@ -0,0 +1,56 @@
#include "../include/config.h"
#include <JRenderer.h>
#include <JGui.h>
#include "../include/GameApp.h"
#include "../include/GameStateTransitions.h"
#include "../include/MTGDeck.h"
#include "../include/Translate.h"
#include "../include/OptionItem.h"
#include "../include/GameOptions.h"
#include "../include/DeckDataWrapper.h"
TransitionBase::TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration): GameState(parent){
from = _from;
to = _to;
mDuration = duration;
bAnimationOnly = false;
}
void TransitionBase::Update(float dt){
if(from && !Finished())
from->Update(dt);
mElapsed += dt;
}
void TransitionBase::ButtonPressed(int controllerId, int controlId){
if(!from) return;
JGuiListener * jgl = dynamic_cast<JGuiListener*>(from);
if(jgl)
jgl->ButtonPressed(controllerId,controlId);
}
void TransitionBase::Start() {
mElapsed = 0;
};
void TransitionBase::End() {
mElapsed = 0;
if(!bAnimationOnly){
if(from)
from->End();
}
};
void TransitionFade::Render(){
if(from)
from->Render();
float fade = 255*mElapsed/mDuration;
if(mReversed)
fade = 255 - fade;
JRenderer::GetInstance()->FillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,ARGB((int)fade,0,0,0));
}
TransitionFade::TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed):
TransitionBase(p, f,t,dur) {
mReversed = reversed;
};

View File

@@ -71,34 +71,9 @@ ShopItem::ShopItem(int id, JLBFont *font, int _cardid, float _xy[], bool hasFocu
if (card->getRarity() == Constants::RARITY_L) quantity = 50;
quad = NULL;
thumb = resources.RetrieveCard(card,RETRIEVE_LOCK,TEXTURE_SUB_THUMB);
#if defined (WIN32) || defined (LINUX)
//On pcs we render the big image if the thumbnail is not available
if (!thumb) thumb = resources.RetrieveCard(card,RETRIEVE_LOCK);
#endif
if (!thumb)
thumb = CardGui::alternateThumbQuad(card);
else
mRelease = true;
if (thumb){
mesh=NEW hgeDistortionMesh(2,2);
mesh->SetTexture(thumb->mTex);
float x0,y0,w0,h0;
thumb->GetTextureRect(&x0,&y0,&w0,&h0);
mesh->SetTextureRect(x0,y0,w0,h0);
mesh->Clear(ARGB(0xFF,0xFF,0xFF,0xFF));
mesh->SetDisplacement(0, 0, xy[0],xy[1], HGEDISP_NODE);
mesh->SetDisplacement(1, 0, xy[2] - w0,xy[3], HGEDISP_NODE);
mesh->SetDisplacement(0, 1,xy[4],xy[5]-h0, HGEDISP_NODE);
mesh->SetDisplacement(1, 1, xy[6]-w0,xy[7]-h0, HGEDISP_NODE);
mesh->SetColor(1,1,ARGB(255,100,100,100));
mesh->SetColor(0,1,ARGB(255,100,100,100));
mesh->SetColor(1,0,ARGB(255,100,100,100));
mesh->SetColor(0,0,ARGB(255,200,200,200));
}else{
mesh = NULL;
}
mesh = NULL;
thumb = NULL;
updateThumb();
}
@@ -119,6 +94,49 @@ const char * ShopItem::getText(){
return mText.c_str();
}
void ShopItem::updateThumb(){
if(card == NULL)
return;
if(thumb && mRelease)
resources.Release(thumb->mTex);
mRelease = false;
if(mesh)
SAFE_DELETE(mesh);
else if(thumb)
SAFE_DELETE(thumb);
thumb = resources.RetrieveCard(card,RETRIEVE_LOCK,TEXTURE_SUB_THUMB);
#if defined (WIN32) || defined (LINUX)
//On pcs we render the big image if the thumbnail is not available
if (!thumb) thumb = resources.RetrieveCard(card,RETRIEVE_LOCK);
#endif
if (!thumb)
thumb = CardGui::alternateThumbQuad(card);
else
mRelease = true;
if (thumb){
mesh=NEW hgeDistortionMesh(2,2);
mesh->SetTexture(thumb->mTex);
float x0,y0,w0,h0;
thumb->GetTextureRect(&x0,&y0,&w0,&h0);
mesh->SetTextureRect(x0,y0,w0,h0);
mesh->Clear(ARGB(0xFF,0xFF,0xFF,0xFF));
mesh->SetDisplacement(0, 0, xy[0],xy[1], HGEDISP_NODE);
mesh->SetDisplacement(1, 0, xy[2] - w0,xy[3], HGEDISP_NODE);
mesh->SetDisplacement(0, 1,xy[4],xy[5]-h0, HGEDISP_NODE);
mesh->SetDisplacement(1, 1, xy[6]-w0,xy[7]-h0, HGEDISP_NODE);
mesh->SetColor(1,1,ARGB(255,100,100,100));
mesh->SetColor(0,1,ARGB(255,100,100,100));
mesh->SetColor(1,0,ARGB(255,100,100,100));
mesh->SetColor(0,0,ARGB(255,200,200,200));
}else{
mesh = NULL;
}
}
void ShopItem::Render(){
if (mHasFocus){
@@ -251,9 +269,9 @@ void ShopItems::Add(char * text, JQuad * quad,JQuad * thumb, int price){
}
void ShopItems::Update(float dt){
if (display){
while (u32 key = JGE::GetInstance()->ReadButton()) display->CheckUserInput(key);
if (display) display->Update(dt);
display->Update(dt);
}else{
if (showPriceDialog!=-1){
ShopItem * item = ((ShopItem *)mObjects[showPriceDialog]);
@@ -272,19 +290,6 @@ void ShopItems::Update(float dt){
dialog->Update(dt);
}
}else{
u32 buttons[] = {PSP_CTRL_LEFT,PSP_CTRL_DOWN,PSP_CTRL_RIGHT,PSP_CTRL_UP,PSP_CTRL_CIRCLE};
for (int i = 0; i < 5; ++i){
if (JGE::GetInstance()->GetButtonClick(buttons[i])){
showCardList = false;
}
}
if(JGE::GetInstance()->GetButtonClick(PSP_CTRL_TRIANGLE)){
options[Options::DISABLECARDS].number = !options[Options::DISABLECARDS].number;
}
if (JGE::GetInstance()->GetButtonClick(PSP_CTRL_CROSS)){
showCardList = !showCardList;
}
SAFE_DELETE(dialog);
JGuiController::Update(dt);
}
@@ -319,9 +324,7 @@ void ShopItems::Render(){
if (display) display->Render();
if (showPriceDialog==-1){
}else{
if (showPriceDialog!=-1){
if(dialog){
dialog->Render();
}
@@ -518,3 +521,31 @@ ostream& ShopItem::toString(ostream& out) const
<< " ; card : " << card
<< " ; price : " << price;
}
bool ShopItems::CheckUserInput(u32 key){
if (display && display->CheckUserInput(key))
return true;
if(showPriceDialog==-1){
u32 buttons[] = {PSP_CTRL_LEFT,PSP_CTRL_DOWN,PSP_CTRL_RIGHT,PSP_CTRL_UP,PSP_CTRL_CIRCLE};
for (int i = 0; i < 5; ++i){
if (key == buttons[i])
showCardList = false;
}
if(key == PSP_CTRL_TRIANGLE){
options[Options::DISABLECARDS].number = !options[Options::DISABLECARDS].number;
vector<JGuiObject*>::iterator it;
for(it=mObjects.begin();it!=mObjects.end();it++){
ShopItem * si = dynamic_cast<ShopItem*>(*it);
if(si)
si->updateThumb();
}
return true;
}
if (key == PSP_CTRL_CROSS){
showCardList = !showCardList;
return true;
}
}
return JGuiController::CheckUserInput(key);
}

File diff suppressed because it is too large Load Diff

View File

@@ -492,6 +492,10 @@
RelativePath=".\src\GameStateShop.cpp"
>
</File>
<File
RelativePath=".\src\GameStateTransitions.cpp"
>
</File>
<File
RelativePath=".\src\GuiAvatars.cpp"
>
@@ -849,6 +853,10 @@
RelativePath=".\include\GameStateShop.h"
>
</File>
<File
RelativePath=".\src\GameStateTransitions.h"
>
</File>
<File
RelativePath=".\include\GuiAvatars.h"
>