- Modified undo to stop at "next phase" action - Added "muligan" and "force library shuffling" to the list of logged action - Fixed random logging - Fixed double logging of actions - Merged all the "next game" functions into a single one - Created a PlayerType type instead of using int - Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that. - Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]" - Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers - Broke the network game ... hoh well, I'll repair it when everything else works !! - various code cleanup and compilation fixes on Linux
73 lines
1.5 KiB
C++
73 lines
1.5 KiB
C++
#include "PrecompiledHeader.h"
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#include "MTGGamePhase.h"
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#include "GuiPhaseBar.h"
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MTGGamePhase* MTGGamePhase::instance = 0;
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MTGGamePhase::MTGGamePhase(GameObserver* g, int id) :
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ActionElement(id), observer(g)
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{
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animation = 0;
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currentState = -1;
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mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0); // using 2nd font
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instance = this;
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}
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void MTGGamePhase::Update(float dt)
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{
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int newState = observer->getCurrentGamePhase();
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if (newState != currentState)
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{
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activeState = ACTIVE;
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animation = 4;
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currentState = newState;
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}
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if (animation > 0)
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{
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animation--;
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}
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else
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{
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activeState = INACTIVE;
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animation = 0;
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}
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}
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bool MTGGamePhase::NextGamePhase()
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{
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if (activeState == INACTIVE)
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{
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if (observer->currentActionPlayer == observer->currentlyActing())
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{
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activeState = ACTIVE;
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observer->userRequestNextGamePhase();
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return true;
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}
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}
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return false;
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}
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bool MTGGamePhase::CheckUserInput(JButton key)
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{
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JButton trigger = (options[Options::REVERSETRIGGERS].number ? JGE_BTN_NEXT : JGE_BTN_PREV);
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if (trigger == key)
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{
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return NextGamePhase();
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}
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return false;
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}
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MTGGamePhase * MTGGamePhase::clone() const
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{
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return NEW MTGGamePhase(*this);
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}
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ostream& MTGGamePhase::toString(ostream& out) const
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{
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return out << "MTGGamePhase ::: animation " << animation << " ; currentState : " << currentState;
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}
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