void gameDoc::initDocument(gameView* view) //initialize doc { mBoard = new board(); endBattle(); //connect(this, SIGNAL(signalGameOver()), // view, SLOT(gameOver())); //connect(mBoard, SIGNAL(signalsetPiece(int, int, int)), // view, SLOT(setUnit(int, int, int))); //connect(mBoard, SIGNAL(signalMove(int int int)), // view, SLOT(markMove(int, int, int))); //connect(this, SIGNAL(signalAIInfo(int, QMemArray<int>)), // view, SLOT(int, QMemeArray<int>))); }
void GameField::update() { switch (state_) { case kStateField: break; case kStateBattleStart: if (fadeEffect_.state() == GameFadeEffect::kStateFadeOutEnd) { state_ = kStateBattle; battle_->freeze(false); fadeEffect_.start((GameFadeEffect::FadeType)fadeInfos_[kFadePlaceBattleStartShow], GameFadeEffect::kStateFadeIn); map_.freeze(); eventManager_.freeze(); /* if (!players_.empty()) players_[0]->freeze(); */ } break; case kStateBattle: if (battle_->state() == GameBattle::kStateEnd) { state_ = kStateBattleEnd; battle_->pauseUpdate(); fadeEffect_.start((GameFadeEffect::FadeType)fadeInfos_[kFadePlaceBattleEndHide], GameFadeEffect::kStateFadeOut); } break; case kStateBattleEnd: if (fadeEffect_.state() == GameFadeEffect::kStateFadeOutEnd) { endBattle(); } break; case kStateChangeMap: if (fadeEffect_.state() == GameFadeEffect::kStateFadeOutEnd) { /* if (!players_.empty()) { players_[0]->pauseUpdate(false); } rpg2k::structure::EventState& ev = project_.getLSD().party(); playerLeader()->setPosition(kuto::Point2(ev.x(), ev.y())); if (ev.eventDir() > 0) playerLeader()->setDirection(ev.eventDir()); playerLeader()->updateMapPosition(); */ map_.pauseUpdate(false); eventManager_.pauseUpdate(false); fadeEffect_.start((GameFadeEffect::FadeType)fadeInfos_[kFadePlaceMapShow], GameFadeEffect::kStateFadeIn); state_ = kStateField; } break; case kStateSystemMenuStart: if (fadeEffect_.state() == GameFadeEffect::kStateFadeOutEnd) { state_ = kStateSystemMenu; systemMenu_.start(); fadeEffect_.start(GameFadeEffect::kTypeFade, GameFadeEffect::kStateFadeIn); map_.freeze(); eventManager_.freeze(); /* if (!players_.empty()) players_[0]->freeze(); */ } break; case kStateSystemMenu: if (systemMenu_.isEnd()) { state_ = kStateSystemMenuEnd; systemMenu_.pauseUpdate(); fadeEffect_.start(GameFadeEffect::kTypeFade, GameFadeEffect::kStateFadeOut); } break; case kStateSystemMenuEnd: if (fadeEffect_.state() == GameFadeEffect::kStateFadeOutEnd) { endSystemMenu(); } break; } }