- Added new code for serialization/deserializaiton of full games including initial game and all the player actions.
- Added an undo menu using this code (beware, it's still very very alpha). - Removed various warning - Cleaned up avatar loading - Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save) - Moved momir and Co rules configuration out of GameStateDuel - Create a GameType type to avoid mixing int everywhere
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@@ -56,27 +56,27 @@ void GuiAvatar::Render()
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float x0 = actX;
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float y0 = actY;
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if (player->mAvatar.get())
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if (player->getIcon().get())
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{
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if (corner == BOTTOM_RIGHT)
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{
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x0 -= player->mAvatar->mWidth * actZ;
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y0 -= player->mAvatar->mHeight * actZ;
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x0 -= player->getIcon()->mWidth * actZ;
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y0 -= player->getIcon()->mHeight * actZ;
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}
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switch (corner)
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{
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case TOP_LEFT:
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player->mAvatar->SetHotSpot(0, 0);
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player->getIcon()->SetHotSpot(0, 0);
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break;
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case BOTTOM_RIGHT:
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player->mAvatar->SetHotSpot(35, 50);
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player->getIcon()->SetHotSpot(35, 50);
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break;
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}
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player->mAvatar->SetColor(ARGB((int)actA, 255, avatarRed, avatarRed));
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r->RenderQuad(player->mAvatar.get(), actX, actY, actT, actZ, actZ);
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player->getIcon()->SetColor(ARGB((int)actA, 255, avatarRed, avatarRed));
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r->RenderQuad(player->getIcon().get(), actX, actY, actT, actZ, actZ);
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if (mHasFocus)
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{
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r->FillRect(x0, x0, player->mAvatar->mWidth * actZ, player->mAvatar->mHeight * actZ, ARGB(abs(128 - wave),255,255,255));
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r->FillRect(x0, x0, player->getIcon()->mWidth * actZ, player->getIcon()->mHeight * actZ, ARGB(abs(128 - wave),255,255,255));
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}
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}
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