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:
@@ -10,6 +10,7 @@
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#include "../include/WResourceManager.h"
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#include "../include/GameApp.h"
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#include "../include/Subtypes.h"
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#include "../include/GameStateTransitions.h"
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#include "../include/GameStateDeckViewer.h"
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#include "../include/GameStateMenu.h"
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#include "../include/GameStateDuel.h"
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@@ -20,6 +21,8 @@
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#include "../include/DeckMetaData.h"
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#include "../include/Translate.h"
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#define DEFAULT_DURATION .25
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hgeParticleSystem* GameApp::Particles[] = {NULL,NULL,NULL,NULL,NULL,NULL};
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MTGAllCards * GameApp::collection = NULL;
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int GameApp::players[] = {0,0};
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@@ -180,6 +183,8 @@ void GameApp::Create()
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mGameStates[GAME_STATE_AWARDS] = NEW GameStateAwards(this);
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mGameStates[GAME_STATE_AWARDS]->Create();
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mGameStates[GAME_STATE_TRANSITION] = NULL;
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mCurrentState = NULL;
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mNextState = mGameStates[GAME_STATE_MENU];
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@@ -263,16 +268,31 @@ void GameApp::Update()
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if (dt > 35.0f) // min 30 FPS ;)
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dt = 35.0f;
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if (mCurrentState != NULL)
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mCurrentState->Update(dt);
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TransitionBase * mTrans = NULL;
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if (mCurrentState){
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mCurrentState->Update(dt);
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if(mGameStates[GAME_STATE_TRANSITION] == mCurrentState)
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mTrans = (TransitionBase *) mGameStates[GAME_STATE_TRANSITION];
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}
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//Check for finished transitions.
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if(mTrans && mTrans->Finished()){
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mTrans->End();
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if(mTrans->to != NULL && !mTrans->bAnimationOnly){
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mCurrentState = mTrans->to;
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SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
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mCurrentState->Start();
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}
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else{
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mCurrentState = mTrans->from;
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SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
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}
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}
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if (mNextState != NULL)
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{
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{
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if (mCurrentState != NULL)
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mCurrentState->End();
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mCurrentState = mNextState;
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#if defined (WIN32) || defined (LINUX)
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#else
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@@ -285,7 +305,6 @@ void GameApp::Update()
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*/
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#endif
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mCurrentState->Start();
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mNextState = NULL;
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}
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@@ -302,10 +321,9 @@ void GameApp::Render()
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if (mFont) mFont->DrawString(systemError.c_str(),1,1);
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return;
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}
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if (mCurrentState != NULL)
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{
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if (mCurrentState)
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mCurrentState->Render();
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}
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#ifdef DEBUG_CACHE
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resources.DebugRender();
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@@ -340,3 +358,40 @@ void GameApp::Resume(){
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}
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void GameApp::DoTransition(int trans, int tostate, float dur, bool animonly){
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TransitionBase * tb = NULL;
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GameState * toState = NULL;
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if(tostate > GAME_STATE_NONE && tostate < GAME_STATE_MAX)
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toState = mGameStates[tostate];
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if(mGameStates[GAME_STATE_TRANSITION]){
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tb =(TransitionBase*) mGameStates[GAME_STATE_TRANSITION];
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if(toState)
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tb->to = toState; //Additional calls to transition merely update the destination.
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return;
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}
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if(dur < 0)
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dur = DEFAULT_DURATION; // Default to this value.
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switch(trans){
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case TRANSITION_FADE_IN:
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tb = NEW TransitionFade(this,mCurrentState,toState,dur,true);
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break;
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case TRANSITION_FADE:
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default:
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tb = NEW TransitionFade(this,mCurrentState,toState,dur,false);
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}
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if(tb){
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tb->bAnimationOnly = animonly;
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mGameStates[GAME_STATE_TRANSITION] = tb;
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mGameStates[GAME_STATE_TRANSITION]->Start();
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mCurrentState = tb; //The old current state is ended inside our transition.
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} else if(toState) { //Somehow failed, just do standard SetNextState behaviour
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mNextState = toState;
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}
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}
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void GameApp::DoAnimation(int trans, float dur){
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DoTransition(trans,GAME_STATE_NONE,dur,true);
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}
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@@ -37,6 +37,7 @@ void GameStateAwards::End()
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}
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void GameStateAwards::Start()
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{
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mParent->DoAnimation(TRANSITION_FADE_IN);
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char buf[256];
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mState = STATE_LISTVIEW;
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options.checkProfile();
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@@ -177,11 +178,11 @@ void GameStateAwards::Update(float dt)
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menu->Add(3, "Cancel");
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break;
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case PSP_CTRL_LTRIGGER:
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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break;
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case PSP_CTRL_CROSS:
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if(mState == STATE_LISTVIEW)
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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else{
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mState = STATE_LISTVIEW;
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SAFE_DELETE(detailview);
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@@ -321,7 +322,7 @@ void GameStateAwards::ButtonPressed(int controllerId, int controlId)
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if(controllerId == -102)
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switch (controlId){
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case 1:
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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showMenu = false;
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break;
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case 2:
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@@ -1409,7 +1409,7 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
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case 10: //Deck menu
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if (controlId == -1){
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if(!mSwitching)
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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else
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mStage = STAGE_WAITING;
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@@ -1446,7 +1446,7 @@ void GameStateDeckViewer::ButtonPressed(int controllerId, int controlId)
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mSwitching = true;
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break;
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case 3:
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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break;
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case 4:
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mStage = STAGE_WAITING;
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@@ -19,7 +19,7 @@
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#include <time.h>
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#endif
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enum ENUM_DUEL_STATEseems
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enum ENUM_DUEL_STATE
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{
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DUEL_STATE_START,
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DUEL_STATE_END,
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@@ -97,11 +97,14 @@ void GameStateDuel::Start()
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}
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}
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if(deckmenu){
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if (decksneeded){
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deckmenu->Add(-1,_("Create your Deck!").c_str(),"Highly recommended to get\nthe full Wagic experience!");
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premadeDeck = true;
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fillDeckMenu(deckmenu,RESPATH"/player/premade");
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}
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deckmenu->Add(-1,_("New Deck...").c_str());
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}
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for (int i = 0; i < 2; ++i){
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mPlayers[i] = NULL;
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@@ -364,13 +367,16 @@ void GameStateDuel::Update(float dt)
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mGamePhase = DUEL_STATE_PLAY;
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break;
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case DUEL_STATE_BACK_TO_MAIN_MENU:
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menu->Update(dt);
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if (menu->closed) {
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PlayerData * playerdata = NEW PlayerData(mParent->collection);
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playerdata->taskList->passOneDay();
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playerdata->taskList->save();
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SAFE_DELETE(playerdata);
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mParent->SetNextState(GAME_STATE_MENU);
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if(menu){
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menu->Update(dt);
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if (menu->closed) {
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PlayerData * playerdata = NEW PlayerData(mParent->collection);
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playerdata->taskList->passOneDay();
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playerdata->taskList->save();
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SAFE_DELETE(playerdata);
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SAFE_DELETE(menu);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU,1);
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}
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}
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break;
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default:
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@@ -456,7 +462,8 @@ void GameStateDuel::Render()
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sprintf(buffer,_("Turn:%i").c_str(),game->turn);
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mFont->DrawString(buffer,SCREEN_WIDTH/2,0,JGETEXT_CENTER);
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}
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menu->Render();
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if(menu)
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menu->Render();
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}
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LOG("End Render\n");
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}
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@@ -36,7 +36,7 @@ enum ENUM_MENU_STATE_MINOR
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{
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MENU_STATE_MINOR_NONE = 0,
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MENU_STATE_MINOR_SUBMENU_CLOSING = 0x100,
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MENU_STATE_MINOR_FADEIN = 0x200,
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MENU_STATE_MINOR = 0xF00
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};
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@@ -133,7 +133,7 @@ void GameStateMenu::Start(){
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JRenderer::GetInstance()->EnableVSync(true);
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subMenuController = NULL;
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SAFE_DELETE(mGuiController);
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if (GameApp::HasMusic && !GameApp::music && options[Options::MUSICVOLUME].number > 0){
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GameApp::music = resources.ssLoadMusic("Track0.mp3");
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JSoundSystem::GetInstance()->PlayMusic(GameApp::music, true);
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@@ -153,9 +153,12 @@ void GameStateMenu::Start(){
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mBg = resources.RetrieveQuad("menutitle.png", 0, 0, 256, 166); // Create background quad for rendering.
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mBg->SetHotSpot(128,50);
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genNbCardsStr();
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genNbCardsStr();
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if(currentState == MENU_STATE_MAJOR_MAINMENU){
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currentState = currentState | MENU_STATE_MINOR_FADEIN;
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}
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}
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void GameStateMenu::genNbCardsStr(){
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@@ -431,7 +434,7 @@ void GameStateMenu::Update(float dt)
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if (mGuiController)
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mGuiController->Update(dt);
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if(mEngine->GetButtonState(PSP_CTRL_RTRIGGER)) //Hook for GameStateAward state
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mParent->SetNextState(GAME_STATE_AWARDS);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_AWARDS); //TODO: A slide transition would be nice.
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break;
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case MENU_STATE_MAJOR_SUBMENU :
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subMenuController->Update(dt);
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@@ -453,7 +456,7 @@ void GameStateMenu::Update(float dt)
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subMenuController->Add(SUBMENUITEM_CANCEL, "Cancel");
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}
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}else{
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mParent->SetNextState(GAME_STATE_DUEL);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_DUEL);
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currentState = MENU_STATE_MAJOR_MAINMENU;
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}
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}
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@@ -499,15 +502,11 @@ void GameStateMenu::Update(float dt)
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}
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scroller->Update(dt);
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}
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if((currentState & MENU_STATE_MINOR) == MENU_STATE_MINOR_FADEIN){ currentState = currentState ^ MENU_STATE_MINOR_FADEIN; mParent->DoAnimation(TRANSITION_FADE_IN,.15); }}
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void GameStateMenu::Render()
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{
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JRenderer * renderer = JRenderer::GetInstance();
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if((currentState & MENU_STATE_MINOR) == MENU_STATE_MINOR_FADEIN) return; JRenderer * renderer = JRenderer::GetInstance();
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renderer->ClearScreen(ARGB(0,0,0,0));
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JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
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if ((currentState & MENU_STATE_MAJOR) == MENU_STATE_MAJOR_LANG){
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@@ -571,7 +570,6 @@ void GameStateMenu::Render()
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if (subMenuController){
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subMenuController->Render();
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}
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}
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@@ -612,25 +610,25 @@ JLBFont * mFont = resources.GetJLBFont(Constants::MENU_FONT);
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}
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break;
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case MENUITEM_DECKEDITOR:
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mParent->SetNextState(GAME_STATE_DECK_VIEWER);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_DECK_VIEWER);
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break;
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case MENUITEM_SHOP:
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mParent->SetNextState(GAME_STATE_SHOP);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_SHOP);
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break;
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case MENUITEM_OPTIONS:
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mParent->SetNextState(GAME_STATE_OPTIONS);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_OPTIONS);
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break;
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case MENUITEM_EXIT:
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mEngine->End();
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break;
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case SUBMENUITEM_1PLAYER:
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mParent->players[0] = PLAYER_TYPE_HUMAN;
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mParent->players[0] = PLAYER_TYPE_HUMAN;
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mParent->players[1] = PLAYER_TYPE_CPU;
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subMenuController->Close();
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currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
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break;
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case SUBMENUITEM_2PLAYER:
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mParent->players[0] = PLAYER_TYPE_HUMAN;
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mParent->players[0] = PLAYER_TYPE_HUMAN;
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mParent->players[1] = PLAYER_TYPE_HUMAN;
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subMenuController->Close();
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currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
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@@ -218,7 +218,7 @@ void GameStateOptions::ButtonPressed(int controllerId, int controlId)
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JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number);
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JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number);
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case 2:
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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break;
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case 3:
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mState = SHOW_OPTIONS;
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@@ -26,9 +26,7 @@ void GameStateShop::Create(){
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void GameStateShop::Start()
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{
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menu = NULL;
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mStage = STAGE_SHOP_SHOP;
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mStage = STAGE_FADE_IN;
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//alternateRender doesn't lock, so lock our thumbnails for hgeDistort.
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altThumb[0] = resources.RetrieveTexture("artifact_thumb.jpg", RETRIEVE_LOCK);
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@@ -53,7 +51,6 @@ void GameStateShop::Start()
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shop = NULL;
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taskList = NULL;
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load();
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}
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@@ -138,7 +135,9 @@ void GameStateShop::Update(float dt)
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{
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// mParent->effect->UpdateSmall(dt);
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// mParent->effect->UpdateBig(dt);
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if (mStage == STAGE_SHOP_MENU){
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u32 btn;
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switch(mStage){
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case STAGE_SHOP_MENU:
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if (menu){
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menu->Update(dt);
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}else{
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@@ -147,16 +146,32 @@ void GameStateShop::Update(float dt)
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menu->Add(14,"See available tasks");
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menu->Add(13, "Cancel");
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}
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}else{
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if (mEngine->GetButtonClick(PSP_CTRL_START)){
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mStage = STAGE_SHOP_MENU;
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}
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if (mStage == STAGE_SHOP_TASKS){
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if ( (mEngine->GetButtonClick(PSP_CTRL_CROSS)) ||
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(mEngine->GetButtonClick(PSP_CTRL_TRIANGLE)) ) {
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mStage = STAGE_SHOP_SHOP;
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break;
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case STAGE_SHOP_TASKS:
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if(menu){
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menu->Update(dt);
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return;
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}
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if(taskList){
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btn = mEngine->ReadButton();
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taskList->Update(dt);
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if ( taskList->getState() != TaskList::TASKS_INACTIVE){
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if( btn == PSP_CTRL_CROSS || btn == PSP_CTRL_TRIANGLE ){
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taskList->End();
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return;
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}else if(taskList->getState() == TaskList::TASKS_ACTIVE && btn == PSP_CTRL_START ){
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if(!menu){
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menu = NEW SimpleMenu(11,this,Constants::MENU_FONT,SCREEN_WIDTH/2-100,20);
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menu->Add(12,"Save & Back to Main Menu");
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menu->Add(15,"Close tasks");
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menu->Add(13, "Cancel");
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}
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}
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}
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else
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mStage = STAGE_SHOP_SHOP;
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}
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#ifdef TESTSUITE
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if ((mEngine->GetButtonClick(PSP_CTRL_SQUARE)) && (taskList)) {
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taskList->passOneDay();
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@@ -167,15 +182,25 @@ void GameStateShop::Update(float dt)
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taskList->save();
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}
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#endif
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} else {
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if (mEngine->GetButtonClick(PSP_CTRL_SQUARE)){
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break;
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case STAGE_SHOP_SHOP:
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btn = mEngine->ReadButton();
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if (btn == PSP_CTRL_START){
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mStage = STAGE_SHOP_MENU;
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return;
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}else if(btn == PSP_CTRL_SQUARE){
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load();
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}
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if (shop)
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if (shop){
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shop->CheckUserInput(btn);
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shop->Update(dt);
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}
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}
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break;
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case STAGE_FADE_IN:
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mParent->DoAnimation(TRANSITION_FADE_IN);
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mStage = STAGE_SHOP_SHOP;
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||||
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);
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
};
|
||||
@@ -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);
|
||||
}
|
||||
+987
-910
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user