- 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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@@ -3,7 +3,8 @@
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#include "GameApp.h"
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#include "GuiFrame.h"
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GuiFrame::GuiFrame()
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GuiFrame::GuiFrame(GameObserver* observer)
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: GuiLayer(observer)
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{
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if (WResourceManager::Instance()->GetTexture("wood.png"))
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wood = WResourceManager::Instance()->RetrieveQuad("wood.png", 0, 0, SCREEN_WIDTH, 28);
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