- Modified DeckManager class to not use a global instance anymore when used within the game engine
- Modified DuelLayers to not use a global MTGPhaseGame instance anymore - Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite - Added a method in ActionLayer converting a card ability into a menu index - Used this new method in the game observer to log correctly AI ability actions - Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction - Cleaned up TargetList properties access - Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode) - Added a deadlock detection in the test AI vs AI multithreaded mode - Fixed minor bugs in test AI vs AI multithreaded mode - Added a games/second counter in the test AI vs AI rendering
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@@ -3,8 +3,6 @@
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#include "MTGGamePhase.h"
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#include "GuiPhaseBar.h"
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MTGGamePhase* MTGGamePhase::instance = 0;
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MTGGamePhase::MTGGamePhase(GameObserver* g, int id) :
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ActionElement(id), observer(g)
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{
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@@ -12,7 +10,6 @@ MTGGamePhase::MTGGamePhase(GameObserver* g, int id) :
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currentState = -1;
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mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0); // using 2nd font
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instance = this;
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}
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void MTGGamePhase::Update(float dt)
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