Progress on poker logic
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@ -66,13 +66,12 @@ IVisualNovelEvent * IVisualNovelEvent::end() {
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if(this->doNext != nullptr) {
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auto next = this->doNext;
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this->doNext = nullptr;
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return next;
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}
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}
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IVisualNovelEvent::~IVisualNovelEvent() {
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if(this->doNext != nullptr) {
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if(!this->hasStarted && this->doNext != nullptr) {
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delete this->doNext;
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}
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}
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@ -67,12 +67,15 @@ namespace Dawn {
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virtual void onEnd() = 0;
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public:
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IVisualNovelEvent *previous = nullptr;
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IVisualNovelEvent(VisualNovelManager *manager);
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template<class T>
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T * then(T *next) {
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assertNotNull(next);
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this->doNext = next;
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next->previous = this;
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return next;
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}
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@ -43,7 +43,6 @@ void VisualNovelTextbox::show() {
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if(this->isVisible()) return;
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this->visible = true;
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this->addChild(&this->selfParent);
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std::cout << "Showing" << std::endl;
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}
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void VisualNovelTextbox::hide() {
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@ -114,13 +113,13 @@ void VisualNovelTextbox::textboxOnSceneUpdate() {
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return;
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}
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auto lastTimeCharacter = (int32_t)mathFloorFloat(this->timeCharacter);
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auto lastTimeCharacter = mathFloor<int32_t>(this->timeCharacter);
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if(game->inputManager.isDown(INPUT_BIND_ACCEPT)) {
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this->timeCharacter += game->timeManager.delta * VISUAL_NOVEL_TEXTBOX_SPEED_FASTER;
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} else {
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this->timeCharacter += game->timeManager.delta * VISUAL_NOVEL_TEXTBOX_SPEED;
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}
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auto newTimeCharacter = (int32_t)mathFloorFloat(this->timeCharacter);
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auto newTimeCharacter = mathFloor<int32_t>(this->timeCharacter);
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if(newTimeCharacter == lastTimeCharacter) return;
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this->label.quadCount = newTimeCharacter;
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@ -187,7 +186,7 @@ bool_t VisualNovelTextbox::hasRevealedAllCurrentCharacters() {
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) {
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quadsTotal += this->label.measure.getQuadsOnLine(i);
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}
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return mathFloorFloat(this->timeCharacter) >= quadsTotal;
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return mathFloor<int32_t>(this->timeCharacter) >= quadsTotal;
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}
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bool_t VisualNovelTextbox::hasRevealedAllCharacters() {
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