-print phase name on the screen. In the middle-term I'd like this zone to be some scrolling text: it will usually show the phase name, but after some inactivity from the player, it would start scrolling and show help messages
This commit is contained in:
wagic.the.homebrew@gmail.com
2009-09-23 08:26:05 +00:00
parent 28f93c035f
commit 9f755c7b27

View File

@@ -1,6 +1,7 @@
#include "../include/config.h"
#include "../include/GameApp.h"
#include "../include/GuiPhaseBar.h"
#include "../include/Translate.h"
/*
static int colors[] =
@@ -47,6 +48,7 @@ void GuiPhaseBar::Render()
static const float ICONSCALE = 1.5;
static const unsigned CENTER = SCREEN_HEIGHT / 2 + 10;
JRenderer* renderer = JRenderer::GetInstance();
GameObserver * g = GameObserver::GetInstance();
unsigned p = (phase->id + Phases - 4) * (Width+1);
float scale;
float start = CENTER + (Width / 2) * angle * ICONSCALE / (M_PI / 6) - ICONSCALE * Width / 4;
@@ -87,6 +89,28 @@ void GuiPhaseBar::Render()
quad->SetTextureRect(p % (Phases * (Width+1)), Height, Width, Height);
renderer->RenderQuad(quad, 0, start, 0.0, scale, scale);
}
//print phase name
JLBFont * font = resources.GetJLBFont(Constants::MAIN_FONT);
string currentP = "your turn";
string interrupt = "";
if (g->currentPlayer == g->players[1]){
currentP = "opponent's turn";
}
font->SetColor(ARGB(255, 255, 255, 255));
if (g->currentlyActing()->isAI()){
font->SetColor(ARGB(255, 128, 128, 128));
}
if (g->currentlyActing() != g->currentPlayer){
if (g->currentPlayer == g->players[0]) {
interrupt = " - opponent plays";
}else{
interrupt = " - you play";
}
}
char buf[64]; sprintf(buf, "(%s%s) %s", currentP.c_str(),interrupt.c_str(),_(PhaseRing::phaseName(phase->id)).c_str());
font->DrawString(buf, SCREEN_WIDTH-5, 2,JGETEXT_RIGHT);
}
int GuiPhaseBar::receiveEventMinus(WEvent *e)