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).
51 lines
1014 B
C++
51 lines
1014 B
C++
#ifndef _GAME_STATE_SHOP_H_
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#define _GAME_STATE_SHOP_H_
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#include <JGE.h>
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#include "../include/GameState.h"
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#include "../include/SimpleMenu.h"
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#include "../include/ShopItem.h"
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#include "../include/Tasks.h"
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#define STATE_BUY 1
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#define STATE_SELL 2
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#define STAGE_SHOP_MENU 3
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#define STAGE_SHOP_SHOP 4
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#define STAGE_SHOP_TASKS 5
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#define STAGE_FADE_IN 6
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class GameStateShop: public GameState, public JGuiListener
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{
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private:
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ShopItems * shop;
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JTexture * altThumb[8];
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JQuad * mBack;
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JQuad * mBg;
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JTexture * mBgTex;
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TaskList * taskList;
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SimpleMenu * menu;
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int mStage;
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char starterBuffer[128], boosterBuffer[128];
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char setNames[SHOP_BOOSTERS][128];
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int setIds[SHOP_BOOSTERS];
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void load();
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public:
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GameStateShop(GameApp* parent);
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virtual ~GameStateShop();
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virtual void Start();
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virtual void End();
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virtual void Create();
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virtual void Destroy();
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virtual void Update(float dt);
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virtual void Render();
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virtual void ButtonPressed(int controllerId, int controlId);
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};
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#endif
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