Ez2dancer Update

This commit is contained in:
Andrew Livy
2002-07-08 20:25:07 +00:00
parent 958a6f0f45
commit 0073b8aaa8
2 changed files with 13 additions and 8 deletions
+6 -5
View File
@@ -47,7 +47,7 @@ int NUM_EZ2_BUTTONS = 8;
const int DANCE_COL_SPACING = 64;
const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
const int PUMP_COL_SPACING = 60;
const int EZ2_COL_SPACING = 60; // CHANGE THIS LATER (Actually don't know colspaces yet)
const int EZ2_COL_SPACING = 30; // CHANGE THIS LATER (Actually don't know colspaces yet)
GameDef g_GameDefs[NUM_GAMES] =
{
@@ -408,11 +408,11 @@ StyleDef g_StyleDefs[NUM_STYLES] =
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*1.5f }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*0.5f }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*0.5f },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*1.5f },
},
{ // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
@@ -424,6 +424,7 @@ StyleDef g_StyleDefs[NUM_STYLES] =
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
// 0,1,2,3,4
},
},
{ // EZ2_STYLE_DOUBLE
+7 -3
View File
@@ -23,6 +23,7 @@ Andrew Livy
#include "AnnouncerManager.h"
#include "GameConstantsAndTypes.h"
#include "Background.h"
#include "ScreenSelectGroup.h"
/* Constants */
@@ -30,14 +31,14 @@ const CString BG_ANIMS_DIR = "BGAnimations\\";
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
/*
const CString DANCE_STYLES[] = {
"easy",
"hard",
"real",
"double",
};
*/
enum DStyles {
DS_CLUB,
DS_EASY,
@@ -294,7 +295,7 @@ void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
SCREENMAN->SetNewScreen( new ScreenSelectGroup );
break;
}
}
@@ -626,6 +627,9 @@ void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
this->ClearMessageQueue();
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
PREFSMAN->m_PlayMode = PLAY_MODE_ARCADE;
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
TweenOffScreen();