Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning.
Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
Gives the user the opportunity to earn some credits for performing various tasks.
Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.
Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
* Metadata is currently only used in exactly one place: the set's "Pretty Name" is displayed when the set is first unlocked.
* WGuiImage now has a function to set scaling.
- "Fix" issue 152. Please review. There is an extra cost when loading the shop...could probably be improved...the image is huge, and it's a png (so no 5551 improvement here...should we switch to a jpeg ?)
-Load shop and backdrop in 5551. @Jeck feel free to implement the "default as 5551" for jpegs as well if you think it's worth it. I think this change is the safest for the time being, but that's mostly because I'm too lazy to touch JGE
* Removed all calls to Release(JQuad*).
* Updated flatten(). Prior flatten was buggy beyond belief.
* Done some extensive testing, but if this causes more trouble than it fixes, we'll have to revert. It's too close to release time.
- fix issue 65 (quads when no image load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
* Moved shop text ("press square for other cards") etc, to ShopItems, so they rendered properly (all in one place, after AA)
* The AA is really more a proof of concept than anything else. To do it properly I'd need a double-resolution copy of shop.jpg.
* The real multicolored card has a greenish tint, and is darker. What do you think of gold.jpg? Should we tint it more that way?
* Decks now support naming and renaming. Also added a "Switch decks without saving" option.
* Removed unused static const char * menuTexts, from old 6-deck limited system
* Keypad didn't display correctly when not given a title, and was never destructed. Fixed.
* profileFile() default behavior was to fall back to RESPATH/player. Fixed.
* New iconspsp.png, updated look to seem like PSP buttons, added some extra (unused) button icons.
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
- It is now possible to have avatars associated to each Deck
- Added SFX
- Added Music files
- Possibility to choose your opponent
- Opponents' difficulty is measured according to their number of victories against a given deck