#include "PrecompiledHeader.h" #include "MTGGamePhase.h" #include "GuiPhaseBar.h" MTGGamePhase* MTGGamePhase::instance = 0; MTGGamePhase::MTGGamePhase(int id) : ActionElement(id) { animation = 0; currentState = -1; mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); mFont->SetBase(0); // using 2nd font instance = this; } void MTGGamePhase::Update(float dt) { int newState = GameObserver::GetInstance()->getCurrentGamePhase(); if (newState != currentState) { activeState = ACTIVE; animation = 4; currentState = newState; } if (animation > 0) { animation--; } else { activeState = INACTIVE; animation = 0; } } bool MTGGamePhase::NextGamePhase() { GameObserver * game = GameObserver::GetInstance(); if (activeState == INACTIVE) { if (game->currentActionPlayer == game->currentlyActing()) { activeState = ACTIVE; game->userRequestNextGamePhase(); return true; } } return false; } bool MTGGamePhase::CheckUserInput(JButton key) { JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV); if (trigger == key) { return NextGamePhase(); } return false; } MTGGamePhase * MTGGamePhase::clone() const { return NEW MTGGamePhase(*this); } ostream& MTGGamePhase::toString(ostream& out) const { return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState; }