I just played 3 long games and I was able to undo two fully and got an assert on the third one after more than 1000 actions... so I commit what I have:

- Modified undo to stop at "next phase" action
- Added "muligan" and "force library shuffling" to the list of logged action
- Fixed random logging
- Fixed double logging of actions
- Merged all the "next game" functions into a single one
- Created a PlayerType type instead of using int
- Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that.
- Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]"
- Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers
- Broke the network game ... hoh well, I'll repair it when everything else works !!
- various code cleanup and compilation fixes on Linux
This commit is contained in:
Xawotihs
2011-10-26 22:14:12 +00:00
parent 45f09972ad
commit c3dc51aed1
34 changed files with 410 additions and 297 deletions

View File

@@ -46,22 +46,22 @@ void TextScroller::Update(float dt)
{
if (!strings.size()) return;
start += mScrollSpeed * dt;
WFont * mFont = WResourceManager::Instance()->GetWFont(fontId);
if (start > mFont->GetStringWidth(mText.c_str()))
{
start = -mWidth;
if (mRandom)
{
currentId = (rand() % strings.size());
}
else
{
currentId++;
if (currentId >= strings.size()) currentId = 0;
}
mText = strings[currentId];
}
start += mScrollSpeed * dt;
WFont * mFont = WResourceManager::Instance()->GetWFont(fontId);
if (start > mFont->GetStringWidth(mText.c_str()))
{
start = -mWidth;
if (mRandom)
{
currentId = (rand() % strings.size());
}
else
{
currentId++;
if (currentId >= strings.size()) currentId = 0;
}
mText = strings[currentId];
}
}
void TextScroller::Render()
@@ -119,27 +119,27 @@ void VerticalTextScroller::Add( string text )
*/
void VerticalTextScroller::Update(float dt)
{
if (!strings.size()) return;
if (!strings.size()) return;
float currentYOffset = mScrollSpeed * dt;
float currentYOffset = mScrollSpeed * dt;
if ( mY <= mMarginY ) // top line has disappeared
{
timer = 0;
// now readjust mText
size_t nbLines = 1;
vector<string> displayText = split( mText, '\n');
vector<string> newDisplayText;
for ( size_t i = nbLines; i < displayText.size(); ++i )
newDisplayText.push_back( displayText[i] );
for ( size_t i = 0; i < nbLines; ++i )
newDisplayText.push_back( displayText[i] );
if ( mY <= mMarginY ) // top line has disappeared
{
timer = 0;
// now readjust mText
size_t nbLines = 1;
vector<string> displayText = split( mText, '\n');
vector<string> newDisplayText;
for ( size_t i = nbLines; i < displayText.size(); ++i )
newDisplayText.push_back( displayText[i] );
for ( size_t i = 0; i < nbLines; ++i )
newDisplayText.push_back( displayText[i] );
mText = join( newDisplayText, "\n" );
mY = mOriginalY;
}
++timer;
mY -= currentYOffset;
mText = join( newDisplayText, "\n" );
mY = mOriginalY;
}
++timer;
mY -= currentYOffset;
}
void VerticalTextScroller::Render()