#include "../include/config.h" #include "../include/MTGGamePhase.h" MTGGamePhase::MTGGamePhase(int id):ActionElement(id){ animation = 0; currentState = -1; mFont= resources.GetJLBFont("simon"); mFont->SetBase(0); // using 2nd font } void MTGGamePhase::Update(float dt){ int newState = GameObserver::GetInstance()->getCurrentGamePhase(); if (newState != currentState){ activeState = ACTIVE; animation = 4; currentState = newState; switch (currentState){ default: break; } } if (animation > 0){ // fprintf(stderr, "animation = %f", animation); animation -- ; }else{ activeState = INACTIVE; animation = 0; } } bool MTGGamePhase::CheckUserInput(u32 key){ GameObserver * game = GameObserver::GetInstance(); if (activeState == INACTIVE){ u32 trigger = (options[Options::REVERSETRIGGERS].number ? PSP_CTRL_RTRIGGER : PSP_CTRL_LTRIGGER); if ((trigger == key) && game->currentActionPlayer == game->currentlyActing()) { activeState = ACTIVE; game->userRequestNextGamePhase(); return true; } } return false; } MTGGamePhase * MTGGamePhase::clone() const{ MTGGamePhase * a = NEW MTGGamePhase(*this); a->isClone = 1; return a; } ostream& MTGGamePhase::toString(ostream& out) const { return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState; }