Files
wagic/projects/mtg/src/GuiAvatars.cpp

171 lines
5.4 KiB
C++

#include "PrecompiledHeader.h"
#include "CardSelectorSingleton.h"
#include "GameApp.h"
#include "GuiAvatars.h"
#include "GameObserver.h"
#define LIB_GRAVE_OFFSET 230
GuiAvatars::GuiAvatars() :
active(NULL)
{
Add(self = NEW GuiAvatar(SCREEN_WIDTH, SCREEN_HEIGHT, false, GameObserver::GetInstance()->players[0], GuiAvatar::BOTTOM_RIGHT, this));
Add(selfGraveyard = NEW GuiGraveyard(SCREEN_WIDTH - GuiAvatar::Width - GuiGameZone::Width / 2 - 5, SCREEN_HEIGHT - GuiAvatar::Height - 5, false, GameObserver::GetInstance()->players[0], this));
Add(selfLibrary = NEW GuiLibrary(SCREEN_WIDTH - GuiAvatar::Width - GuiGameZone::Width / 2 - 5, SCREEN_HEIGHT - GuiAvatar::Height - 5 + GuiGameZone::Height + 5, false, GameObserver::GetInstance()->players[0], this));
Add(opponent = NEW GuiAvatar(0, 0, false, GameObserver::GetInstance()->players[1], GuiAvatar::TOP_LEFT, this));
opponent->zoom = 0.9f;
//opponenthandveiw button
Add(opponentHand = NEW GuiOpponentHand(-30 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10,
false, GameObserver::GetInstance()->players[1], this));
//opponenthandveiwends
Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 5, false,
GameObserver::GetInstance()->players[1], this));
Add(opponentLibrary = NEW GuiLibrary(5 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false,
GameObserver::GetInstance()->players[1], this));
CardSelectorSingleton::Instance()->Add(self);
CardSelectorSingleton::Instance()->Add(selfGraveyard);
CardSelectorSingleton::Instance()->Add(selfLibrary);
CardSelectorSingleton::Instance()->Add(opponent);
CardSelectorSingleton::Instance()->Add(opponentGraveyard);
CardSelectorSingleton::Instance()->Add(opponentLibrary);
CardSelectorSingleton::Instance()->Add(opponentHand);
selfGraveyard->alpha = selfLibrary->alpha = opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 0;
}
float GuiAvatars::LeftBoundarySelf()
{
return SCREEN_WIDTH - 10;
}
GuiAvatars::~GuiAvatars()
{
}
void GuiAvatars::Activate(PlayGuiObject* c)
{
c->zoom = 1.2f;
c->mHasFocus = true;
if ((opponentGraveyard == c) || (opponentLibrary == c) || (opponent == c) || (opponentHand == c))
{
opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 128.0f;
active = opponent;
opponent->zoom = 1.2f;
}
else if ((selfGraveyard == c) || (selfLibrary == c) || (self == c))
{
selfGraveyard->alpha = selfLibrary->alpha = 128.0f;
self->zoom = 1.0f;
active = self;
}
if (opponent != c && self != c)
c->alpha = 255.0f;
}
void GuiAvatars::Deactivate(PlayGuiObject* c)
{
c->zoom = 1.0;
c->mHasFocus = false;
if ((opponentGraveyard == c) || (opponentLibrary == c) || (opponentHand == c) || (opponent == c))
{
opponentGraveyard->alpha = opponentLibrary->alpha = opponentHand->alpha = 0;
opponent->zoom = 0.9f;
active = NULL;
}
else if ((selfGraveyard == c) || (selfLibrary == c) || (self == c))
{
selfGraveyard->alpha = selfLibrary->alpha = 0;
self->zoom = 0.3f;
active = NULL;
}
}
int GuiAvatars::receiveEventPlus(WEvent* e)
{
return selfGraveyard->receiveEventPlus(e) | opponentGraveyard->receiveEventPlus(e) | opponentHand->receiveEventPlus(e);
}
int GuiAvatars::receiveEventMinus(WEvent* e)
{
selfGraveyard->receiveEventMinus(e);
opponentGraveyard->receiveEventMinus(e);
opponentHand->receiveEventMinus(e);
return 1;
}
bool GuiAvatars::CheckUserInput(JButton key)
{
if (self->CheckUserInput(key))
return true;
if (opponent->CheckUserInput(key))
return true;
if (selfGraveyard->CheckUserInput(key))
return true;
if (opponentGraveyard->CheckUserInput(key))
return true;
if (opponentHand->CheckUserInput(key))
return true;
if (selfLibrary->CheckUserInput(key))
return true;
if (opponentLibrary->CheckUserInput(key))
return true;
return false;
}
bool GuiAvatars::CheckUserInput(int x, int y)
{
// if (self->CheckUserInput(key)) return true;
// if (opponent->CheckUserInput(key)) return true;
if (selfGraveyard->CheckUserInput(x, y))
return true;
if (opponentGraveyard->CheckUserInput(x, y))
return true;
if (opponentHand->CheckUserInput(x, y))
return true;
if (selfLibrary->CheckUserInput(x, y))
return true;
if (opponentLibrary->CheckUserInput(x, y))
return true;
return false;
}
void GuiAvatars::Update(float dt)
{
self->Update(dt);
opponent->Update(dt);
selfGraveyard->Update(dt);
opponentHand->Update(dt);
opponentGraveyard->Update(dt);
selfLibrary->Update(dt);
opponentLibrary->Update(dt);
}
void GuiAvatars::Render()
{
JRenderer * r = JRenderer::GetInstance();
float w = 54;
float h = 54;
if (opponent == active)
{
r->FillRect(opponent->actX, opponent->actY, w * opponent->actZ, h * opponent->actZ, ARGB(200,0,0,0));
}
else if (self == active)
{
r->FillRect(self->actX - w * self->actZ, self->actY - h * self->actZ, w * self->actZ, h * self->actZ, ARGB(200,0,0,0));
}
GuiLayer::Render();
}
GuiAvatar* GuiAvatars::GetSelf()
{
return self;
}
GuiAvatar* GuiAvatars::GetOpponent()
{
return opponent;
}