- Modified gameObserver and related classes to be able to work with a precise JGE instance given at construction and not the static global one. That allows to run gameObserver without JGE instance (for example in a worker thread).

- Added an "ACTION_LOGGING_TESTING" mode in the gameObserver. When this is defined, the game reloads itself in every update. I want to use that to track undo problems. Be aware that it kills performances and crashes with the testsuite if you want to activate it.
- Various cleanup/refactor of the game observer.
- Added a gameObserver == operator to compare two games
- Added player mode to the player serialization
- Added a multi-threaded mode to AI_CHANGE_TESTING. For the moment it's only useable with Qt. If you want to use it without, just defined a thread_count higher than 1.
- Refactored random generator class to use list intead of queue
- Defined a specific type for interrupt decision instead of int
This commit is contained in:
Xawotihs
2011-11-13 22:36:34 +00:00
parent 2240c14f56
commit f68c106e7e
33 changed files with 320 additions and 141 deletions

View File

@@ -44,7 +44,7 @@ void GameStateStory::loadStoriesMenu(const char * root)
flow = NEW StoryFlow(stories[0]);
break;
default:
menu = NEW SimpleMenu(103, this, Fonts::MENU_FONT, 150, 60);
menu = NEW SimpleMenu(JGE::GetInstance(), 103, this, Fonts::MENU_FONT, 150, 60);
for (size_t i = 0; i < stories.size(); ++i)
{
menu->Add(i, stories[i].c_str());
@@ -64,7 +64,7 @@ void GameStateStory::Update(float dt)
{
if (!menu && mEngine->GetButtonClick(JGE_BTN_MENU))
{
menu = NEW SimpleMenu(100, this, Fonts::MENU_FONT, SCREEN_WIDTH / 2 - 100, 25);
menu = NEW SimpleMenu(JGE::GetInstance(), 100, this, Fonts::MENU_FONT, SCREEN_WIDTH / 2 - 100, 25);
menu->Add(0, "Back to main menu");
menu->Add(kCancelMenuID, "Cancel");
}