- reworked the testsuite and the rules (storyflow) to use the same game deserialization code, moved that code to the players and zone classes
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
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@@ -74,8 +74,8 @@ CardSelector::SelectorMemory::SelectorMemory()
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x = y = 0;
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}
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CardSelector::CardSelector(DuelLayers* duel) :
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active(NULL), duel(duel), limitor(NULL), bigpos(300, 145, 1.0, 0.0, 220)
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CardSelector::CardSelector(GameObserver *observer, DuelLayers* duel) :
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CardSelectorBase(observer), active(NULL), duel(duel), limitor(NULL), bigpos(300, 145, 1.0, 0.0, 220)
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{
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}
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@@ -195,11 +195,11 @@ bool CardSelector::CheckUserInput(JButton key)
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switch (key)
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{
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case JGE_BTN_SEC:
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GameObserver::GetInstance()->cancelCurrentAction();
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observer->cancelCurrentAction();
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goto switch_active;
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break;
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case JGE_BTN_OK:
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GameObserver::GetInstance()->ButtonPressed(active);
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observer->ButtonPressed(active);
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goto switch_active;
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break;
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case JGE_BTN_LEFT:
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