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).
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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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