SelectGroup animations converted to commands
ScreenStage animations converted to TransitionBGAnimations Changed all Stage BitmapTexts to Sprites
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@@ -282,11 +282,8 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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}
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m_textStageNumber.LoadFromFont( THEME->GetPathTo("Fonts","gameplay stage") );
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m_textStageNumber.EnableShadow( false );
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m_textStageNumber.SetXY( STAGE_X, STAGE_Y(bExtra) );
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m_textStageNumber.SetText( GAMESTATE->GetStageText() );
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m_textStageNumber.SetDiffuse( GAMESTATE->GetStageColor() );
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m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenGameplay stage "+GAMESTATE->GetStageText()) );
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m_sprStage.SetXY( STAGE_X, STAGE_Y(bExtra) );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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@@ -294,14 +291,14 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_textCourseSongNumber[p].EnableShadow( false );
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m_textCourseSongNumber[p].SetXY( SONG_NUMBER_X(p), SONG_NUMBER_Y(p,bExtra) );
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m_textCourseSongNumber[p].SetText( "" );
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m_textCourseSongNumber[p].SetDiffuse( GAMESTATE->GetStageColor() ); // light blue
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m_textCourseSongNumber[p].SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
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}
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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this->AddChild( &m_textStageNumber );
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this->AddChild( &m_sprStage );
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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@@ -495,7 +492,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 1000 combo") );
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("ScreenGameplay combo stopped") );
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","ScreenGameplay assist tick") );
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m_soundToasty.Load( THEME->GetPathTo("Sounds","ScreenGameplay toasty") );
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}
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//
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@@ -607,8 +603,6 @@ void ScreenGameplay::LoadNextSong()
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break;
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}
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m_textStageNumber.SetText( GAMESTATE->GetStageText() );
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m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
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for( p=0; p<NUM_PLAYERS; p++ )
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@@ -1296,7 +1290,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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if( PREFSMAN->m_bEasterEggs )
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{
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m_Toasty.StartTransitioning();
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m_soundToasty.Play();
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}
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break;
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@@ -1548,10 +1541,10 @@ void ScreenGameplay::TweenOnScreen()
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unsigned i, p;
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vector<Actor*> apActorsInLifeFrame;
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apActorsInLifeFrame.push_back( &m_sprLifeFrame );
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apActorsInLifeFrame.push_back( &m_sprLifeFrame );
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for( p=0; p<NUM_PLAYERS; p++ )
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apActorsInLifeFrame.push_back( m_pLifeMeter[p] );
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apActorsInLifeFrame.push_back( &m_textStageNumber );
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apActorsInLifeFrame.push_back( &m_sprStage );
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for( p=0; p<NUM_PLAYERS; p++ )
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apActorsInLifeFrame.push_back( &m_textCourseSongNumber[p] );
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for( i=0; i<apActorsInLifeFrame.size(); i++ )
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