deck files in long format. This is not configurable from the game. It must be set manually
inside options.txt.
ie. saveDetailedDeckInfo=1
* added extra debug information (line number inside text file) when card parser fails to recognize a line.
- modified return value from "processConfLine()" to return 0 only when a true error occurs and print out
"MTGDeck: Bad Line:
[<line no>]: <line with error>"
- processConfLine will now return 1 for lines starting with "#". Previously it returned 0 which is incorrect
as comments should not be considered as errors.
* removed DeckMetaDataList class from code. This was duplicating the DeckMetaData storage in DeckManager
* new feature for deck selection screens.
- player decks will now have an indication of what mana color it consists of.
- Ai decks will show symbols once the player has played against the AI deck at least once.
-- This is made possible with a new meta data inside each deck file.
MANA:<string representing color switches - 0/1 >
This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file. This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically. Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around.
While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
- Added AI Decks unlock system. Please update your graphics folder, and crossing fingers that Ilya B. is still around as I don't have the correct fonts.
created new class VerticalTextScroller to handle task display in deck selection screens
modified detailed popup placement on deck selection screen to compensate for lack of border
fixed some layout issues with detailed info popup
changed requirements for detailed info popup button to be determined by the number of wins aginst AI deck instead of just the number of games.
following up on wrenczes cleanup,
changing ints to floats
fixing calculations such as ( 16.0 / <some float>) to ( 16.0f / <some float>) to remove compiler warnings.
Minor note to others: if you're writing drawing code, the coordinate system in JGE uses floats, so don't bother with ints for x/y coords & the like. You're forcing the processor to do float to long conversions for nothing.
please copy "DeckEditorMenuBackdrop.png" into your PSP folder. Otherwise you will have a crash when you start up!
ChangesLog:
minor refactoring of DeckMenu
added a new DeckEditorMenu which is derived from DeckMenu. This customizes the deck editor menus with the exception of the confirmation screens (yes/no)
Still more work to be done to round out some font issues.
TODO:
put more information text in bottom row of menu.
reorganize statistical data to allow more info to be shown.
TODO:
change literals to use constants,
refactor the rendering code for the menu to have be leaner.
add text scroller to list all the tasks.
* 1st implementation will list all the tasks.dat
* 2nd round will try to get the scroller to only display relevant tasks to ai
Special thanks to wololo and MootPoint for helping me hammer this out. To abrasax, for the initial design of the layout.