amelioration du moteur + ajout de DrawableCard pour simplifer la creation de carte + correction du support de texture + correction du support de rectangle
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@@ -0,0 +1,69 @@
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package com.iutlaval.myapplication.Game.Cards;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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import android.graphics.Color;
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import android.util.Log;
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import com.iutlaval.myapplication.Game.Board;
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import com.iutlaval.myapplication.R;
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public abstract class Card {
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private int health;
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private int attack;
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private static Bitmap frameBitmap = null;
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public void onCardAttack(Board board){}
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public void onCardPlayed(Board board){}
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public void onCardDeath(Board board){}
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public void onTurnBegin(Board board){}
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/**
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* SURTOUT NE PAS @OVERRIDE
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* si vous voulez modifier le cadre changer getFrameTexture()
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* @param c context
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* @return bitmap
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*/
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public Bitmap getFrameBitmap(Context c)
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{
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//TODO add a frame
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if(frameBitmap == null) {
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frameBitmap=BitmapFactory.decodeResource(c.getResources(), R.drawable.cadre_carte);
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}
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if(getFrameTexture() == R.drawable.cadre_carte)
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{
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return frameBitmap;
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}else{
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return BitmapFactory.decodeResource(c.getResources(),getFrameTexture());
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}
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}
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public int getFrameTexture()
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{
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return R.drawable.cadre_carte;
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}
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public abstract int getCardPicture();
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/**
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* retourne la culeur de la carte
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* la couleur s'affiche comme un filtre sur la carte
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* /!\ attention a l'opacite /!\ le format n'est PAS rgba MAIS argb
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* #AARRGGBB
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* je recomander une opaciter en 44 et 70
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* @return
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*/
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public String getColor()
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{
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return "#00000000";
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}
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//TODO
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}
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@@ -0,0 +1,20 @@
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package com.iutlaval.myapplication.Game.Cards;
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import android.graphics.Color;
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import com.iutlaval.myapplication.R;
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public class DemoCard extends Card{
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@Override
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public int getCardPicture() {
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return R.drawable.guerrier_nul;
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}
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//#AARRGGBB
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@Override
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public String getColor() {
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return "#70FF0000";
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}
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}
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