Commit Graph

140 Commits

Author SHA1 Message Date
Anthony Calosa
01d46615a7 fix credits 2017-03-09 02:01:08 +08:00
Anthony Calosa
1380ee6f20 equal
typo fix
2017-02-26 23:21:23 +08:00
Anthony Calosa
17b6996ae4 tokens
cant buy and/or add tokens in deck editor and shop...
also adjust filter menu
2017-02-26 21:21:11 +08:00
Anthony Calosa
19f0c653d1 add 1k to steal credits
maxglee profile
2017-02-26 09:36:32 +08:00
Anthony Calosa
df925cfcb0 booster shop enhancement 2017-02-24 21:45:43 +08:00
Anthony Calosa
5b96f30b1a reversed 2017-02-24 18:22:01 +08:00
Anthony Calosa
8feb870c8f shop enhancements 2017-02-24 17:29:59 +08:00
Anthony Calosa
06740564f8 centered unlock awards and double res shop
400x100 base scale for the xxx_unlocked.png
2016-07-17 07:42:46 +08:00
Anthony Calosa
cd1b629191 Fix Segmentation Fault & Formatting 2015-11-10 11:58:36 +08:00
Anthony Calosa
297206b054 Fix update profile stat after buying cards
profile stats on the upper left of main menu should update after buying
some cards :)
2015-10-14 21:33:12 +08:00
Tobias Loose
4c627f74b6 Add easing to GuiPhaseBar, simplify math a bit. 2013-12-09 22:20:43 +01:00
Tobias Loose
5d6557a49f Add easing to task list and fix a bug where
opening the task list a second time was not possible
2013-12-09 22:20:43 +01:00
Tobias Loose
14c164364e Cleanups and state reduction.
This mainly moves datamembers around and tries to avoid caching of
results of calculations when the calculations are cheap.
2013-12-07 12:58:20 +01:00
Unknown
224c94e890 Included some testsuite into qtmain and updated travis file to try to use it. 2013-10-27 23:06:29 +01:00
Xawotihs@gmail.com
26ab65860e Fixed a gazillion of warnings occuring when compiling Wagic with Clang with Werror. 2013-06-09 21:16:39 +00:00
omegablast2002@yahoo.com
2fa626b80e adding more strings to translation 2013-01-05 00:38:12 +00:00
techdragon.nguyen@gmail.com
14bdc0fd08 fixed initial state bug with buttons in game shop. 2012-03-24 06:47:01 +00:00
techdragon.nguyen@gmail.com
218db9d844 improved scrolling of simple menus. Now you can scroll up as well as down by activating the area above/below the menu items
removed the buttons when displaying the filter menus.
2012-03-23 13:17:13 +00:00
omegablast2002@yahoo.com
18c0868d88 readjusted some of the values for simplemenu, deckmenu still requires "princess fingertips", but the others have their spacing back and font size back. 2012-03-20 16:27:14 +00:00
techdragon.nguyen@gmail.com
57627849a0 modified font size of text in menus.
Adjusted the spacing between menu items on all menus. They were a little too far apart once I modified the font size.
fixed Hollowhenge Spirit
2012-03-20 08:35:38 +00:00
techdragon.nguyen@gmail.com
6124280f24 added a prefernces screen to handle media card selection on Android devices. Contains actual fix for 4297.
Added a place marker to allow volume change during app.  Right now it's either loud or off.  There isn't a way to allow the volume to gradually go up and odwn based on the values set in settings.
2012-03-01 03:24:34 +00:00
techdragon.nguyen@gmail.com
f9a7317904 moved game shop buttons up by five pixels. They were a little too close to the bottom of the screen 2012-02-22 01:04:41 +00:00
Xawotihs@gmail.com
84abe7c9cf Fixed compilation on linux 2012-02-08 22:00:35 +00:00
techdragon.nguyen@gmail.com
c11e55a8b3 kGameIconPadsize was already defined in ActionStack.cpp. Renamed constant to avoid clash with definition in ActionStack.cpp 2012-02-06 01:40:22 +00:00
techdragon.nguyen@gmail.com
4bd74db547 constant def got removed in r4234. readded constant to satisfy PSP build 2012-02-06 01:11:22 +00:00
techdragon.nguyen@gmail.com
d343b8e159 added some debug statements for JSfx.cpp
minor correction to handling download delegate removal
changed constant literals to use constant labels.  Not sure why this was changed in the first place as it didn't need to be.
2012-02-05 23:32:55 +00:00
omegablast2002@yahoo.com
e709497f2e added interactivebutton to the make file, without it psp build was not happening.
corrected an issue by removing a constant, if you want it defined as a constant do so, however make sure when you build for psp the variable is actually still defined in the scope.
2012-02-01 19:05:20 +00:00
techdragon.nguyen@gmail.com
2f408664ad last fix for buttons only fixed the PC/SDL mouse impl. This fixes the iOS/Android platforms. iOS/Android platforms both issue a JGE_BTN_OK keypress on single tap in which the mouse version does not. that version issues the OK keypress in sync with the mouse click. 2012-02-01 00:38:02 +00:00
techdragon.nguyen@gmail.com
b138b8e97d fixed the game shop button interactions. 2012-01-31 13:11:08 +00:00
Xawotihs@gmail.com
4762ffea87 - Fixed compilation warning in GameStateShop.cpp
- Added a call to input reset after each update in the Qt frontends to avoid strange auto-keypress
- Removed tutorial display in AI vs AI (test AI mode)
- Commit Qt project with latest buttons files
- Added a small isHuman method to the Player class
2012-01-30 21:16:33 +00:00
techdragon.nguyen@gmail.com
c42ba32ae7 added new buttons for shop for New Cards and displaying the card list. 2012-01-30 18:02:26 +00:00
techdragon.nguyen@gmail.com
9faf2ffc72 reverted changes to the Scroll/OnScroll method signatures. 2012-01-27 23:47:02 +00:00
techdragon.nguyen@gmail.com
a2179017d4 Extended Scroll() and OnScroll() to also take in magnitude as one of its parameters. magnitude is currently used in the deck editor to figure out how many cards to rotate around per swipe as function of velocity and the number of cards displayed on the screen.
fixed a compiler warning in SimplePopup in the constructor declaration
===DECK Editor changes ===
Added two touch buttons , one for "Sell Card", the other to switch between Deck and Collection.
changed swipe Left/Right to rotate card collection; removing the previous action which was to swap between deck/collection viewing

Note: GameStateDeckViewer isn't a JGuiController so can't leverage off the mButtons vector.  Thus, the buttons have to be handled by this class separately. (setButtonState, userPressedButton)
2012-01-26 13:53:03 +00:00
Xawotihs
b4c33cb3e1 Finally got issue 777
I was wrong, the recursion was not due to weird call order of WGuiList and WGuiMenu at all. It was due to two different problems:
1) there is some code in WGuiMenu to handle keys previously held. I guess it's to be able to go through the options very quickly on PSP.
2) Each PSP generated keys stays held if the corresponding code for release is not called...

=> Each time we generate some PSP keys press from gesture in the core or in a frontend, we absolutely need to generate the release code corresponding or the core might think that some keys are still held ... That's precisely what was not done by the code handling swipe in filters =).
2012-01-09 23:35:50 +00:00
techdragon.nguyen@gmail.com
b03449cbf6 Implemented directional controls on Filters so that you can now navigate the Filters menu on Touch interfaces for the Deck Editor and Shop screens. It's not the best implementation but it at least works across all platforms. swipe will now move the highlighted cursor to the correct direction.
in release builds, test suite will now be disabled
2012-01-03 17:53:51 +00:00
wagic.the.homebrew
2e3331a0c0 - Speed improvements to the filesystem (partial fix for issue 767)
- minor speed improvement in the shop (removed a locked texture loading that wasn't necessary)
2011-12-13 15:14:47 +00:00
Xawotihs
f68c106e7e - 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
2011-11-13 22:36:34 +00:00
techdragon.nguyen@gmail.com
5d09bb8a13 removed unused variables
moved debug framerate message to be 10px higher.  current position covers the credit count on the game shop screens.
changed hard coded numeric values for menu ids to Labels.  ( this was done only to GameStateAward )
2011-09-09 17:38:39 +00:00
wagic.the.homebrew
33691d1f13 - Added ads support for Android
- basic "message" system between JGE and java through jni 
- Fixed pause/resume on android/sdl
2011-09-04 02:45:18 +00:00
wagic.the.homebrew
e27cf56fa2 - Support for Zip Filesystem. It is now possible to zip the entire Res folder ("store" method preferred, zip so that the root of the zip has ai, player, etc...) in one single file for read only. Write access is done in another folder (hardcoded to be User/ for now, can be updated depending on platforms, etc...
-- zipFS has several limitations...
--- in a general way, seekg doesn't work... so getting a file's size needs to be done through JFileSystem.
--- getLine on files open with zipFS doesn't work so great. Not sure if it is a normal issue because files are open in binary or not... JFileSystem therefore offers a "readIntoString" function that needs to be used instead of the usual "getline" technique. However getLine can then be used on a stream connected to the string.

-- tested on Windows and PSP, I also made sure android still works, but haven't tested zip support on Android.
-- I tried to maintain backwards compatibility, but this might break on some platforms, if I broke some platforms and you can't find a way to fix them, please contact me and we'll figure something out
-- This removes wagic::ifstream. I didn't reimplement the securities that were involved in this, apologies for that. Might be useful to reimplement such securities in JFileSystem
-- I haven't tested options/profiles in a deep way, it is possible I broke that.
2011-08-21 09:04:59 +00:00
Xawotihs
2c34a88ff0 Reuse swipe code of Android with Qt, associate "swipe left" to "other cards" in the shop. 2011-08-14 18:13:28 +00:00
wagic.the.homebrew
52b83a135c - Added TutorialMessage ability
-- Tutorial Messages are an ability like any other, except it can only be displayed once. Subsequent calls are ignored, the ability is removed from the game as soon as it is added
-- This allows to add event triggered messages ingame. Messages are either text, or images (I don't have an image sample, but rules/classic.txt has a few examples that might help)
-- only tested on Windows, although I made sure the PSP version compiles. Hopefully I also made the necessary for it to work in the touch version (touching the screen should be enough to close the tuto message)
-- Room for improvement: possibility to choose a title in text mode, possibility to have some messages depending on others (e.g.: don't show message X until message Y has been shown), improve some of the abilities and triggers to give more flexibility, add events outside of game, to allow tuto messages in deck creator, etc...
2011-07-03 08:47:51 +00:00
wagic.the.homebrew
4c572a1ffa Fixes for Boosters in the Shop. Fixes issue 644 and issue 621 2011-05-05 05:51:50 +00:00
wrenczes@gmail.com
fc0a59a14e Moved GameOptions.h into the precompiled header. Shaves almost 20 seconds off my build times. 2011-04-20 07:50:00 +00:00
Xawotihs
b7b584113b - Moved the card collection out of the GameApp class to clean up the dependencies
- Added method to build a card collection independently of the GUI to ease my unitary test application
- Added part of some network GUI I'm working on, it's #ifdef out, I'm only committing this part to ease later merges
- Added the beginning of a serialization code of the Player and related classes used for network support
- various other minor cleanup
2011-02-06 11:35:40 +00:00
wrenczes@gmail.com
76cba56a1c Resuming on my threading support work with the card caching mechanism. This change unfortunately touches quite a few files, but I needed to get it out of the way before things got out of hand: one significant hurdle is the assumed lifetime of a JQuad pointer. In a single threaded model, the life time of the pointer is clear: you fetch it into the cache, the cache makes room, you use the pointer immediately. In a multithreaded context however, it's unsafe, as the drawing thread can request a few JQuads, and the cache operating on a separate thread can potentially bounce a JQuad out of the cache before the draw routine is done using it, which ends up in an access violation when you attempt to draw using an invalidated quad pointer. To prevent this, the bulk of this change swaps out the use of naked JQuad* pointers in the code with a JQuadPtr, which is basically a typedef to a boost shared_ptr<JQuad>.
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid.  We're going to need to add more defensiveness to JGE to protect against this.

Other changes in this check-in:  WResourceManager doesn't derive from JResourceManager anymore.  It actually didn't require anything from the base, so I killed the dependency.  Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.

I've build this & tested against PSP, win, linux, QT (linux).  I haven't tried against iOS and QT Win, or Maemo.  If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
2011-02-01 10:37:21 +00:00
linshier
6bde3d0ee6 moved the translator init code earlier; added some translation support for the code of r2517 and r2907; updated some Chinese translation. 2011-01-31 14:21:46 +00:00
techdragon.nguyen@gmail.com
1be97b76f8 code cleanup. No code changes
- removed unused variables
- added line breaks between methods (not everywhere just where i saw it while removing unused variables)
2011-01-16 07:49:34 +00:00
wrenczes@gmail.com
e5edf779f5 Reworked a patch sent to us (http://wololo.net/forum/viewtopic.php?f=15&t=2464) that replaces the text symbols for the psp buttons with the actual icons. While at it, I found a bunch of issues with the ActionStack's render code (ie when you get the popup menu to interrupt a spell being played & the like) - the bounding rect actually went above the screen's region, clipping problems (the interrupt text was previously drawing over the interrupt effect), alignment problems when the avatar was being drawn, vertical text alignment, fudged alignment numbers for the quads that didn't make any sense, etc.
I also tweaked slightly the psp icons to center the symbols, as they were too much to the right.  (Be sure to copy the updated graphics/iconspsp.png to your Res folder.)
2011-01-13 09:56:55 +00:00
wrenczes@gmail.com
1b876d61af Issue 494: "Valuable Collection" trophy is gone?
The check to give the award was lost in some of Jeck's reorg work (R1825), as ShopItem was deprecated & folded into GameStateShop. While at it, I took the liberty to delete ShopItem.h/cpp since they're not used.
2010-12-04 09:46:31 +00:00