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