- 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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@@ -303,7 +303,7 @@ StoryChoice::StoryChoice(string pageId, string text, int JGOid, float mX, float
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//Actually loads a duel
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void StoryDuel::init()
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{
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game = new GameObserver();
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game = new GameObserver(WResourceManager::Instance(), JGE::GetInstance());
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char folder[255], deckFile[255], deckFileSmall[255];
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sprintf(folder, CAMPAIGNS_FOLDER"%s/%s", mParent->folder.c_str(), pageId.c_str());
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@@ -410,7 +410,7 @@ int StoryPage::loadElement(TiXmlElement* element)
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}
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StoryDialog::StoryDialog(TiXmlElement* root, StoryFlow * mParent) :
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StoryPage(mParent), JGuiListener(), JGuiController(1, NULL)
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StoryPage(mParent), JGuiListener(), JGuiController(JGE::GetInstance(), 1, NULL)
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{
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currentY = 0;
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