- Modified DuelLayers to not use a global MTGPhaseGame instance anymore - Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite - Added a method in ActionLayer converting a card ability into a menu index - Used this new method in the game observer to log correctly AI ability actions - Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction - Cleaned up TargetList properties access - Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode) - Added a deadlock detection in the test AI vs AI multithreaded mode - Fixed minor bugs in test AI vs AI multithreaded mode - Added a games/second counter in the test AI vs AI rendering
28 lines
542 B
C++
28 lines
542 B
C++
#ifndef _MTGGAMEPHASE_H_
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#define _MTGGAMEPHASE_H_
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#include "ActionElement.h"
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#include "GameObserver.h"
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#include <JGui.h>
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#include "WFont.h"
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class MTGGamePhase: public ActionElement
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{
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protected:
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float animation;
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int currentState;
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WFont * mFont;
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GameObserver* observer;
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public:
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MTGGamePhase(GameObserver* g, int id);
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virtual void Update(float dt);
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bool CheckUserInput(JButton key);
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virtual MTGGamePhase * clone() const;
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virtual ostream& toString(ostream& out) const;
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bool NextGamePhase();
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};
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#endif
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