Jeck - reverted fix for invalid issue 359.

This commit is contained in:
wagic.jeck
2010-02-26 00:46:03 +00:00
parent 4248ddd3a0
commit e9b6860923
7 changed files with 66 additions and 58 deletions

View File

@@ -39,6 +39,7 @@ public:
CLOSEDHAND,
HANDDIRECTION,
MANADISPLAY,
REVERSETRIGGERS,
DISABLECARDS,
MAX_GRADE,
ECON_DIFFICULTY,

View File

@@ -621,7 +621,7 @@ void ActionStack::endOfInterruption(){
bool ActionStack::CheckUserInput(JButton key){
JButton trigger = JGE_BTN_PREV;
JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
if (mode == ACTIONSTACK_STANDARD){
if (askIfWishesToInterrupt){
if (JGE_BTN_SEC == key){

View File

@@ -26,6 +26,7 @@ const string Options::optionNames[] = {
"closed_hand",
"hand_direction",
"mana_display",
"reverse_triggers",
"disable_cards",
"maxGrade",
"economic_difficulty",

View File

@@ -42,6 +42,7 @@ void GameStateOptions::Start()
optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::CLOSEDHAND,"Closed hand",1,1,0)));
optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::HANDDIRECTION,"Hand direction",1,1,0)));
optionsList->Add(NEW WDecoEnum(NEW OptionInteger(Options::MANADISPLAY,"Mana display",2,1,0)));
optionsList->Add(NEW OptionInteger(Options::REVERSETRIGGERS, "Reverse left and right triggers"));
optionsList->Add(NEW OptionInteger(Options::DISABLECARDS,"Disable card images"));
optionsList->Add(NEW OptionInteger(Options::TRANSITIONS,"Disable screen transitions"));
optionsTabs->Add(optionsList);

View File

@@ -243,7 +243,12 @@ bool GuiCombat::CheckUserInput(JButton key)
case JGE_BTN_PRI:
active = activeAtk = NULL; cursor_pos = OK;
break;
case JGE_BTN_NEXT:
if (!options[Options::REVERSETRIGGERS].number) return false;
active = activeAtk = NULL; cursor_pos = OK;
break;
case JGE_BTN_PREV:
if (options[Options::REVERSETRIGGERS].number) return false;
active = activeAtk = NULL; cursor_pos = OK;
break;
default:

View File

@@ -139,7 +139,7 @@ void GuiHandSelf::Repos()
bool GuiHandSelf::CheckUserInput(JButton key)
{
JButton trigger = JGE_BTN_NEXT;
JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_PREV : JGE_BTN_NEXT);
if (trigger == key)
{
state = (Open == state ? Closed : Open);

View File

@@ -1,56 +1,56 @@
#include "../include/config.h"
#include "../include/MTGGamePhase.h"
MTGGamePhase::MTGGamePhase(int id):ActionElement(id){
animation = 0;
currentState = -1;
mFont= resources.GetJLBFont("simon");
mFont->SetBase(0); // using 2nd font
}
void MTGGamePhase::Update(float dt){
int newState = GameObserver::GetInstance()->getCurrentGamePhase();
if (newState != currentState){
activeState = ACTIVE;
animation = 4;
currentState = newState;
}
if (animation > 0){
animation -- ;
}else{
activeState = INACTIVE;
animation = 0;
}
}
bool MTGGamePhase::CheckUserInput(JButton key){
GameObserver * game = GameObserver::GetInstance();
if (activeState == INACTIVE){
JButton trigger = JGE_BTN_PREV;
if ((trigger == key) && game->currentActionPlayer == game->currentlyActing())
{
activeState = ACTIVE;
game->userRequestNextGamePhase();
return true;
}
}
return false;
}
MTGGamePhase * MTGGamePhase::clone() const{
MTGGamePhase * a = NEW MTGGamePhase(*this);
a->isClone = 1;
return a;
}
ostream& MTGGamePhase::toString(ostream& out) const
{
return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState;
}
#include "../include/config.h"
#include "../include/MTGGamePhase.h"
MTGGamePhase::MTGGamePhase(int id):ActionElement(id){
animation = 0;
currentState = -1;
mFont= resources.GetJLBFont("simon");
mFont->SetBase(0); // using 2nd font
}
void MTGGamePhase::Update(float dt){
int newState = GameObserver::GetInstance()->getCurrentGamePhase();
if (newState != currentState){
activeState = ACTIVE;
animation = 4;
currentState = newState;
}
if (animation > 0){
animation -- ;
}else{
activeState = INACTIVE;
animation = 0;
}
}
bool MTGGamePhase::CheckUserInput(JButton key){
GameObserver * game = GameObserver::GetInstance();
if (activeState == INACTIVE){
JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
if ((trigger == key) && game->currentActionPlayer == game->currentlyActing())
{
activeState = ACTIVE;
game->userRequestNextGamePhase();
return true;
}
}
return false;
}
MTGGamePhase * MTGGamePhase::clone() const{
MTGGamePhase * a = NEW MTGGamePhase(*this);
a->isClone = 1;
return a;
}
ostream& MTGGamePhase::toString(ostream& out) const
{
return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState;
}