several changes here,

first, i added a timer to hide the big card after 5 secs or until a movement is registered. 

2nd, removed the advancing of phases with flick up.

3rd added a flick left to "show/hide hand"

4th, fixed an error in the logic of "getDifficulty" part of the reason optimizedhand was not working.

finally, unrefactored the checks of optimized hand, it was FAR to difficult to see what was actually happening the way it was coded.

optimizedhand is finally working again, 
toggledifficulty and optimizedhand will again trigger and greatly improve ai vs player matches
This commit is contained in:
omegablast2002@yahoo.com
2013-02-21 00:48:39 +00:00
parent 2330e6a613
commit 9a52ae28a2
7 changed files with 78 additions and 31 deletions

View File

@@ -1166,7 +1166,11 @@ cacheItem* WCache<cacheItem, cacheActual>::Get(int id, const string& filename, i
Cleanup();
// check if we're doing a card lookup
if (submode & TEXTURE_SUB_CARD)
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/* commented out for the following reason:
cardgui updates so quick that the only reason a person would notice a cache miss is because it takes the
engine longer to switch the card quad from kGeneric to the actual image, than it does to just let the update pass.
if (submode & TEXTURE_SUB_CARD)
{
// processing a cache miss, return a generic card & queue up an async read
@@ -1178,8 +1182,9 @@ cacheItem* WCache<cacheItem, cacheActual>::Get(int id, const string& filename, i
CacheEngine::Instance()->QueueRequest(filename, submode, lookup);
return it->second;
}
}
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Space in cache, make new texture
return LoadIntoCache(lookup, filename, submode, style);
}