- 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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@@ -7,7 +7,8 @@
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const std::string kBackdropFile = "backdrop.jpg";
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GuiBackground::GuiBackground()
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GuiBackground::GuiBackground(GameObserver* observer)
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: GuiLayer(observer)
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{
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}
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@@ -19,10 +20,9 @@ void GuiBackground::Render()
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{
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JRenderer* renderer = JRenderer::GetInstance();
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JQuadPtr quad;
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GameObserver * go = GameObserver::GetInstance();
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if (go && go->mRules && go->mRules->bg.size())
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if (observer && observer->mRules && observer->mRules->bg.size())
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{
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quad = WResourceManager::Instance()->RetrieveTempQuad(go->mRules->bg);
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quad = WResourceManager::Instance()->RetrieveTempQuad(observer->mRules->bg);
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}
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if (!quad.get())
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{
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