Just won my first Wagic network game :)
In details: - I removed my player swap idea, it caused tons of issues with randoms - instead I simply keep both peer on the exact same game and added one single parameter allowing to configure the view on the game. So, each peer is rendering the same game (gameObserver class) from a different player point of view (DuelLayers and related classes). - a lot of gui stuff are missing to prevent user forbidden interactions but it works fine on Windows
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@@ -13,32 +13,6 @@
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#include "Trash.h"
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#include "DuelLayers.h"
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void DuelLayers::init(GameObserver* go)
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{
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observer = go;
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mCardSelector = NEW CardSelector(go, this);
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//1 Action Layer
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action = NEW ActionLayer(go);
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action->Add(phaseHandler = NEW MTGGamePhase(go, action->getMaxId())); //Phases handler
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action->Add(NEW OtherAbilitiesEventReceiver(go, -1)); //autohand, etc... handler
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//Other display elements
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action->Add(NEW HUDDisplay(go, -1));
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Add(NEW GuiMana(20, 20, go->players[1]));
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Add(NEW GuiMana(440, 20, go->players[0]));
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Add(stack = NEW ActionStack(go));
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Add(combat = NEW GuiCombat(go));
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Add(action);
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Add(mCardSelector);
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Add(hand = NEW GuiHandSelf(go, go->players[0]->game->hand));
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Add(avatars = NEW GuiAvatars(go));
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Add(NEW GuiHandOpponent(go, go->players[1]->game->hand));
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Add(NEW GuiPlay(go));
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Add(NEW GuiPhaseBar(go));
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Add(NEW GuiFrame(go));
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Add(NEW GuiBackground(go));
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}
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void DuelLayers::CheckUserInput(int isAI)
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{
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JButton key;
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@@ -111,9 +85,32 @@ GuiAvatars * DuelLayers::GetAvatars()
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return avatars;
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}
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DuelLayers::DuelLayers() :
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nbitems(0)
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DuelLayers::DuelLayers(GameObserver* go, int playerViewIndex) :
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nbitems(0), mPlayerViewIndex(playerViewIndex)
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{
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observer = go;
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observer->mLayers = this;
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mCardSelector = NEW CardSelector(go, this);
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//1 Action Layer
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action = NEW ActionLayer(go);
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action->Add(phaseHandler = NEW MTGGamePhase(go, action->getMaxId())); //Phases handler
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action->Add(NEW OtherAbilitiesEventReceiver(go, -1)); //autohand, etc... handler
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//Other display elements
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action->Add(NEW HUDDisplay(go, -1));
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Add(NEW GuiMana(20, 20, getRenderedPlayerOpponent()));
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Add(NEW GuiMana(440, 20, getRenderedPlayer()));
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Add(stack = NEW ActionStack(go));
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Add(combat = NEW GuiCombat(go));
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Add(action);
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Add(mCardSelector);
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Add(hand = NEW GuiHandSelf(go, getRenderedPlayer()->game->hand));
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Add(avatars = NEW GuiAvatars(this));
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Add(NEW GuiHandOpponent(go, getRenderedPlayerOpponent()->game->hand));
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Add(NEW GuiPlay(this));
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Add(NEW GuiPhaseBar(this));
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Add(NEW GuiFrame(go));
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Add(NEW GuiBackground(go));
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}
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DuelLayers::~DuelLayers()
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@@ -216,3 +213,13 @@ float DuelLayers::RightBoundary()
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{
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return MIN (hand->LeftBoundary(), avatars->LeftBoundarySelf());
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}
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Player* DuelLayers::getRenderedPlayer()
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{
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return observer->players[mPlayerViewIndex];
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};
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Player* DuelLayers::getRenderedPlayerOpponent()
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{
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return observer->players[mPlayerViewIndex]->opponent();
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};
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