void TilePlacementState::DealCard(ID3D11Device* device)
{

	//srand(time(NULL));

	TilePos.x = (curCol - 125) * 250;
	TilePos.y = (curRow - 125) * 250;
	
	std::vector<Tile::Frame*> Lvl1 = ((InClassProj*)mStateMachine)->GetTileLvl1();
	//std::vector<Tile::Frame*> Lvl2 = ((InClassProj*)mStateMachine)->GetTileLvl2();
	//std::vector<Tile::Frame*> Lvl3 = ((InClassProj*)mStateMachine)->GetTileLvl3();
	//std::vector<Tile::Frame*> Lvl4 = ((InClassProj*)mStateMachine)->GetTileLvl4();
	//std::vector<Tile::Frame*> Lvl5 = ((InClassProj*)mStateMachine)->GetTileLvl5();
	int randCard = rand() % 30;
	tile.clear();
	//for (int i = randCard; i < Lvl1.size(); ++i)
	//{
		//if (Lvl1[i]->Terrain == 1)
		//{
	tile.push_back(Lvl1[randCard]);
	SetCurrentTile(Lvl1[randCard]);
			//set it to public class varible
			//getter to be called in battle state
		//}
	//}

	TileToBePlaced = new Tile(XMVectorSet(TilePos.x, TilePos.y, 0.0f, 1.0f), XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f), 250, 250, 0.0f, tile, 1.0f, device);

}
void TilePlacementState::DealCard(ID3D11Device* device)
{
	std::vector<Sprite::Frame*> home = ((InClassProj*)mStateMachine)->GetHomeVec();
	srand(time(NULL));

	TilePos.x = (curCol - 125) * 250;
	TilePos.y = (curRow - 125) * 250;
	
	std::vector<Tile::Frame*> Lvl1 = ((InClassProj*)mStateMachine)->GetTileLvl1();
	std::vector<Tile::Frame*> Lvl2 = ((InClassProj*)mStateMachine)->GetTileLvl2();
	std::vector<Tile::Frame*> Lvl3 = ((InClassProj*)mStateMachine)->GetTileLvl3();
	std::vector<Tile::Frame*> Lvl4 = ((InClassProj*)mStateMachine)->GetTileLvl4();
	std::vector<Tile::Frame*> Lvl5 = ((InClassProj*)mStateMachine)->GetTileLvl5();
	int i = rand() % 30;
	int j = rand() % 45;
	int k = rand() % 60;
	tile.clear();
		
	if (pBossLvl4)
	{
		tile.push_back(Lvl5[k]);
		SetCurrentTile(Lvl5[k]);
	}
	else if (pBossLvl3)
	{
		tile.push_back(Lvl4[j]);
		SetCurrentTile(Lvl4[j]);
	}
	else if (pBossLvl2)
	{
		tile.push_back(Lvl3[j]);
		SetCurrentTile(Lvl3[j]);
	}
	else if (pBossLvl1)
	{
		tile.push_back(Lvl2[i]);
		SetCurrentTile(Lvl2[i]);
	}
	else
	{
		SetCurrentTile(Lvl1[i]);
		tile.push_back(Lvl1[i]);
	}
			
	TileToBePlaced = new Tile(XMVectorSet(TilePos.x, TilePos.y, 0.0f, 1.0f), XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f), 250, 250, 0.0f, tile, 1.0f, device);

}
Exemple #3
0
void SharedStateData::Clear()
{
	SetCurrentTile( 0 );
	SetCurrentSprite( 0 );

	delete widget;
	widget = new EdWidget( engine->Tree(), widgetNode, 0 );

	delete canvasResource;
	canvasResource = 0;

	defFileName = "";
	surfaceFileName = "";
}