- It is now possible to have avatars associated to each Deck
- Added SFX
- Added Music files
- Possibility to choose your opponent
- Opponents' difficulty is measured according to their number of victories against a given deck
This commit is contained in:
wagic.the.homebrew
2008-11-24 09:24:47 +00:00
parent a9e70c0bdc
commit 3721247bee
69 changed files with 734 additions and 259 deletions
+12 -4
View File
@@ -26,14 +26,19 @@ void GameStateShop::Start()
{
menu = NULL;
mFont = GameApp::CommonRes->GetJLBFont("graphics/magic");
mStage = STAGE_SHOP_SHOP;
bgTexture = JRenderer::GetInstance()->LoadTexture("graphics/shop.jpg", TEX_TYPE_USE_VRAM);
mBg = NEW JQuad(bgTexture, 0, 0, 400, 280); // Create background quad for rendering.
backTexture = JRenderer::GetInstance()->LoadTexture("sets/back.jpg", TEX_TYPE_USE_VRAM);
mBack = NEW JQuad(backTexture, 0, 0, 200, 285); // Create background quad for rendering.
JRenderer::GetInstance()->ResetPrivateVRAM();
JRenderer::GetInstance()->EnableVSync(true);
int sets[500];
int nbsets = 0;
for (int i = 0; i < MtgSets::SetsList->nb_items; i++){
@@ -48,6 +53,9 @@ void GameStateShop::Start()
setId = (rand() % MtgSets::SetsList->nb_items);
}
JQuad * mBackThumb = GameApp::CommonRes->GetQuad("back_thumb");
shop = NULL;
shop = NEW ShopItems(10, this, mFont, 10, 10, mParent->collection, setId);
sprintf(starterBuffer, "%s Starter (60 cards)",MtgSets::SetsList->values[setId].c_str());
sprintf(boosterBuffer, "%s Booster (15 cards)",MtgSets::SetsList->values[setId].c_str());
@@ -63,9 +71,9 @@ void GameStateShop::Start()
void GameStateShop::End()
{
JRenderer::GetInstance()->EnableVSync(false);
if (shop)
SAFE_DELETE(shop);
SAFE_DELETE(shop);
SAFE_DELETE(mBack);
SAFE_DELETE(backTexture);
if(bgTexture)
SAFE_DELETE(bgTexture);
if(mBg)
@@ -115,11 +123,11 @@ void GameStateShop::ButtonPressed(int controllerId, int controlId)
{
switch (controllerId){
case 10:
shop->pricedialog(controlId);
if (shop) shop->pricedialog(controlId);
break;
case 11:
if (controlId == 12){
shop->saveAll();
if (shop) shop->saveAll();
mParent->SetNextState(GAME_STATE_MENU);
}else{
mStage = STAGE_SHOP_SHOP;