reformatting code according to guidelines defined at
http://wololo.net/forum/viewtopic.php?f=35&t=2235&start=10
This commit is contained in:
@@ -7,35 +7,37 @@
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#define LIB_GRAVE_OFFSET 230
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GuiAvatars::GuiAvatars() : active(NULL)
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GuiAvatars::GuiAvatars() :
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active(NULL)
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{
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Add(self = NEW GuiAvatar (SCREEN_WIDTH, SCREEN_HEIGHT, false,
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GameObserver::GetInstance()->players[0], GuiAvatar::BOTTOM_RIGHT, this));
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Add(selfGraveyard = NEW GuiGraveyard(SCREEN_WIDTH - GuiAvatar::Width - GuiGameZone::Width/2 - 5, SCREEN_HEIGHT - GuiAvatar::Height - 5, false,
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GameObserver::GetInstance()->players[0], this));
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Add(selfLibrary = NEW GuiLibrary (SCREEN_WIDTH - GuiAvatar::Width - GuiGameZone::Width/2 - 5 , SCREEN_HEIGHT - GuiAvatar::Height - 5 + GuiGameZone::Height + 5, false,
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GameObserver::GetInstance()->players[0], this));
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Add(self = NEW GuiAvatar(SCREEN_WIDTH, SCREEN_HEIGHT, false, GameObserver::GetInstance()->players[0], GuiAvatar::BOTTOM_RIGHT, this));
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Add(selfGraveyard = NEW GuiGraveyard(SCREEN_WIDTH - GuiAvatar::Width - GuiGameZone::Width / 2 - 5, SCREEN_HEIGHT - GuiAvatar::Height - 5, false, GameObserver::GetInstance()->players[0], this));
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Add(selfLibrary = NEW GuiLibrary(SCREEN_WIDTH - GuiAvatar::Width - GuiGameZone::Width / 2 - 5, SCREEN_HEIGHT - GuiAvatar::Height - 5 + GuiGameZone::Height + 5, false, GameObserver::GetInstance()->players[0], this));
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Add(opponent = NEW GuiAvatar (0, 0, false, GameObserver::GetInstance()->players[1], GuiAvatar::TOP_LEFT, this));
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opponent->zoom = 0.9f;
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//opponenthandveiw button
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Add(opponentHand = NEW GuiOpponentHand(-30 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10, false, GameObserver::GetInstance()->players[1], this));
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//opponenthandveiwends
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Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 5, false, GameObserver::GetInstance()->players[1], this));
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Add(opponentLibrary = NEW GuiLibrary (5 + GuiAvatar::Width *1.2 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false, GameObserver::GetInstance()->players[1], this));
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Add(opponent = NEW GuiAvatar(0, 0, false, GameObserver::GetInstance()->players[1], GuiAvatar::TOP_LEFT, this));
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opponent->zoom = 0.9f;
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//opponenthandveiw button
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Add(opponentHand = NEW GuiOpponentHand(-30 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10,
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false, GameObserver::GetInstance()->players[1], this));
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//opponenthandveiwends
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Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 5, false,
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GameObserver::GetInstance()->players[1], this));
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Add(opponentLibrary = NEW GuiLibrary(5 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false,
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GameObserver::GetInstance()->players[1], this));
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CardSelectorSingleton::Instance()->Add(self);
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CardSelectorSingleton::Instance()->Add(selfGraveyard);
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CardSelectorSingleton::Instance()->Add(selfLibrary);
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CardSelectorSingleton::Instance()->Add(opponent);
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CardSelectorSingleton::Instance()->Add(opponentGraveyard);
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CardSelectorSingleton::Instance()->Add(opponentLibrary);
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CardSelectorSingleton::Instance()->Add(opponentHand);
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selfGraveyard->alpha = selfLibrary->alpha = opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 0;
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CardSelectorSingleton::Instance()->Add(self);
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CardSelectorSingleton::Instance()->Add(selfGraveyard);
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CardSelectorSingleton::Instance()->Add(selfLibrary);
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CardSelectorSingleton::Instance()->Add(opponent);
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CardSelectorSingleton::Instance()->Add(opponentGraveyard);
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CardSelectorSingleton::Instance()->Add(opponentLibrary);
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CardSelectorSingleton::Instance()->Add(opponentHand);
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selfGraveyard->alpha = selfLibrary->alpha = opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 0;
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}
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float GuiAvatars::LeftBoundarySelf(){
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return SCREEN_WIDTH - 10;
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float GuiAvatars::LeftBoundarySelf()
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{
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return SCREEN_WIDTH - 10;
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}
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GuiAvatars::~GuiAvatars()
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@@ -44,105 +46,125 @@ GuiAvatars::~GuiAvatars()
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void GuiAvatars::Activate(PlayGuiObject* c)
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{
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c->zoom = 1.2f;
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c->mHasFocus = true;
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if ((opponentGraveyard == c) || (opponentLibrary == c) || (opponent == c)|| (opponentHand == c) )
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{
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opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 128.0f;
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active = opponent;
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opponent->zoom = 1.2f;
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}
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else if ((selfGraveyard == c) || (selfLibrary == c) || (self == c))
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{
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selfGraveyard->alpha = selfLibrary->alpha = 128.0f;
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self->zoom = 1.0f;
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active = self;
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}
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if (opponent != c && self != c) c->alpha = 255.0f;
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c->zoom = 1.2f;
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c->mHasFocus = true;
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if ((opponentGraveyard == c) || (opponentLibrary == c) || (opponent == c) || (opponentHand == c))
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{
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opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 128.0f;
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active = opponent;
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opponent->zoom = 1.2f;
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}
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else if ((selfGraveyard == c) || (selfLibrary == c) || (self == c))
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{
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selfGraveyard->alpha = selfLibrary->alpha = 128.0f;
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self->zoom = 1.0f;
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active = self;
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}
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if (opponent != c && self != c)
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c->alpha = 255.0f;
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}
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void GuiAvatars::Deactivate(PlayGuiObject* c)
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{
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c->zoom = 1.0;
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c->mHasFocus = false;
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if ((opponentGraveyard == c) || (opponentLibrary == c) || (opponentHand == c) || (opponent == c))
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{
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opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 0;
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opponent->zoom = 0.9f;
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active = NULL;}
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else if ((selfGraveyard == c) || (selfLibrary == c) ||(self == c))
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{ selfGraveyard->alpha = selfLibrary->alpha = 0;
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self->zoom = 0.3f;
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active = NULL;
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}
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c->zoom = 1.0;
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c->mHasFocus = false;
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if ((opponentGraveyard == c) || (opponentLibrary == c) || (opponentHand == c) || (opponent == c))
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{
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opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 0;
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opponent->zoom = 0.9f;
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active = NULL;
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}
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else if ((selfGraveyard == c) || (selfLibrary == c) || (self == c))
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{
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selfGraveyard->alpha = selfLibrary->alpha = 0;
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self->zoom = 0.3f;
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active = NULL;
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}
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}
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int GuiAvatars::receiveEventPlus(WEvent* e)
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{
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return selfGraveyard->receiveEventPlus(e) | opponentGraveyard->receiveEventPlus(e) | opponentHand->receiveEventPlus(e);
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return selfGraveyard->receiveEventPlus(e) | opponentGraveyard->receiveEventPlus(e) | opponentHand->receiveEventPlus(e);
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}
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int GuiAvatars::receiveEventMinus(WEvent* e)
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{
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selfGraveyard->receiveEventMinus(e);
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opponentGraveyard->receiveEventMinus(e);
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opponentHand->receiveEventMinus(e);
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return 1;
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selfGraveyard->receiveEventMinus(e);
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opponentGraveyard->receiveEventMinus(e);
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opponentHand->receiveEventMinus(e);
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return 1;
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}
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bool GuiAvatars::CheckUserInput(JButton key){
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if (self->CheckUserInput(key)) return true;
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if (opponent->CheckUserInput(key)) return true;
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if (selfGraveyard->CheckUserInput(key)) return true;
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if (opponentGraveyard->CheckUserInput(key)) return true;
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if (opponentHand->CheckUserInput(key)) return true;
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if (selfLibrary->CheckUserInput(key)) return true;
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if (opponentLibrary->CheckUserInput(key)) return true;
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return false;
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bool GuiAvatars::CheckUserInput(JButton key)
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{
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if (self->CheckUserInput(key))
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return true;
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if (opponent->CheckUserInput(key))
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return true;
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if (selfGraveyard->CheckUserInput(key))
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return true;
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if (opponentGraveyard->CheckUserInput(key))
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return true;
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if (opponentHand->CheckUserInput(key))
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return true;
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if (selfLibrary->CheckUserInput(key))
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return true;
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if (opponentLibrary->CheckUserInput(key))
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return true;
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return false;
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}
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bool GuiAvatars::CheckUserInput(int x, int y){
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// if (self->CheckUserInput(key)) return true;
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// if (opponent->CheckUserInput(key)) return true;
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if (selfGraveyard->CheckUserInput(x, y)) return true;
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if (opponentGraveyard->CheckUserInput(x, y)) return true;
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if (opponentHand->CheckUserInput(x, y)) return true;
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if (selfLibrary->CheckUserInput(x, y)) return true;
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if (opponentLibrary->CheckUserInput(x, y)) return true;
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return false;
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bool GuiAvatars::CheckUserInput(int x, int y)
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{
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// if (self->CheckUserInput(key)) return true;
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// if (opponent->CheckUserInput(key)) return true;
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if (selfGraveyard->CheckUserInput(x, y))
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return true;
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if (opponentGraveyard->CheckUserInput(x, y))
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return true;
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if (opponentHand->CheckUserInput(x, y))
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return true;
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if (selfLibrary->CheckUserInput(x, y))
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return true;
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if (opponentLibrary->CheckUserInput(x, y))
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return true;
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return false;
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}
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void GuiAvatars::Update(float dt)
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{
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self->Update(dt);
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opponent->Update(dt);
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selfGraveyard->Update(dt);
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opponentHand->Update(dt);
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opponentGraveyard->Update(dt);
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selfLibrary->Update(dt);
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opponentLibrary->Update(dt);
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self->Update(dt);
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opponent->Update(dt);
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selfGraveyard->Update(dt);
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opponentHand->Update(dt);
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opponentGraveyard->Update(dt);
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selfLibrary->Update(dt);
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opponentLibrary->Update(dt);
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}
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void GuiAvatars::Render()
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{
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JRenderer * r = JRenderer::GetInstance();
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float w = 54;
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float h = 54;
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if (opponent == active){
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r->FillRect(opponent->actX, opponent->actY, w * opponent->actZ , h * opponent->actZ, ARGB(200,0,0,0));
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}else if (self == active){
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r->FillRect(self->actX - w * self->actZ, self->actY - h * self->actZ, w * self->actZ , h * self->actZ, ARGB(200,0,0,0));
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}
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GuiLayer::Render();
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JRenderer * r = JRenderer::GetInstance();
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float w = 54;
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float h = 54;
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if (opponent == active)
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{
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r->FillRect(opponent->actX, opponent->actY, w * opponent->actZ, h * opponent->actZ, ARGB(200,0,0,0));
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}
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else if (self == active)
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{
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r->FillRect(self->actX - w * self->actZ, self->actY - h * self->actZ, w * self->actZ, h * self->actZ, ARGB(200,0,0,0));
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}
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GuiLayer::Render();
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}
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GuiAvatar* GuiAvatars::GetSelf()
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{
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return self;
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return self;
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}
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GuiAvatar* GuiAvatars::GetOpponent()
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{
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return opponent;
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return opponent;
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}
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