9adb9d625d
- removed every references to the gameobserver singleton. This object can now be instantiated several times as it's needed for minmax. To be able to do that, I mostly added a reference to a gameobserver from any targetable object (cards, players, spells) and abilities.
70 lines
1.9 KiB
C++
70 lines
1.9 KiB
C++
#include "PrecompiledHeader.h"
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#include "GameApp.h"
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#include "GuiFrame.h"
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GuiFrame::GuiFrame(GameObserver* observer)
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: GuiLayer(observer)
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{
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if (WResourceManager::Instance()->GetTexture("wood.png"))
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wood = WResourceManager::Instance()->RetrieveQuad("wood.png", 0, 0, SCREEN_WIDTH, 28);
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else
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{
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GameApp::systemError += "Can't load wood texture : " __FILE__ "\n";
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}
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if (WResourceManager::Instance()->GetTexture("gold.png"))
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{
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gold1 = WResourceManager::Instance()->RetrieveQuad("gold.png", 0, 0, SCREEN_WIDTH, 6, "gold1");
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gold2 = WResourceManager::Instance()->RetrieveQuad("gold.png", 0, 6, SCREEN_WIDTH, 6, "gold2");
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if (WResourceManager::Instance()->GetTexture("goldglow.png"))
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goldGlow = WResourceManager::Instance()->RetrieveQuad("goldglow.png", 1, 1, SCREEN_WIDTH - 2, 18);
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if (gold2)
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{
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gold2->SetColor(ARGB(127, 255, 255, 255));
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gold2->SetHFlip(true);
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}
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}
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step = 0.0;
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}
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GuiFrame::~GuiFrame()
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{
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}
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void GuiFrame::Render()
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{
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JRenderer* renderer = JRenderer::GetInstance();
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float sized = step / 4;
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if (sized > SCREEN_WIDTH)
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sized -= SCREEN_WIDTH;
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renderer->RenderQuad(wood.get(), 0, 0);
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if (gold1.get())
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{
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renderer->RenderQuad(gold1.get(), -sized, 16);
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renderer->RenderQuad(gold1.get(), -sized + 479, 16);
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if (goldGlow.get())
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{
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goldGlow->SetColor(ARGB((100+(rand()%50)), 255, 255, 255));
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renderer->RenderQuad(goldGlow.get(), -sized, 9);
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renderer->RenderQuad(goldGlow.get(), -sized + 480, 9);
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}
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if (gold2.get())
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{
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renderer->RenderQuad(gold2.get(), step / 2, 16);
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renderer->RenderQuad(gold2.get(), step / 2 - 479, 16);
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}
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}
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}
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void GuiFrame::Update(float dt)
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{
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step += dt * 5;
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if (step > 2 * SCREEN_WIDTH)
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step -= 2 * SCREEN_WIDTH;
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}
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