tweaked the character movement a bit. now reacts better and doesn't bounce so fast. still needs more work, though.

This commit is contained in:
Thad Ward
2003-08-25 20:24:44 +00:00
parent b114026d40
commit 09e81919dd
+6 -8
View File
@@ -44,10 +44,6 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
m_LifeMeterBar.Load( PLAYER_1 );
m_LifeMeterBar.SetXY( 480, 40 );
// we need to be a little lower than half if we want to hit
// zero with the actual miss steps. cheat.
// m_LifeMeterBar.ChangeLife(TNS_MISS);
// nicer fix :P it depends on difficulty
m_LifeMeterBar.FillForHowToPlay(4, 6);
// Display random character+pad
@@ -154,6 +150,7 @@ void ScreenHowToPlay::Update( float fDelta )
case 20: m_mCharacter.SetFrame(150); break;
case 22: m_mCharacter.SetFrame(270); break;
};
m_mCharacter.Update(fDelta);
}
else
{
@@ -192,15 +189,16 @@ void ScreenHowToPlay::Update( float fDelta )
if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) )
m_mCharacter.SetFrame(184);
//Loop for HowToPlay static movement is 184~243
};
m_mCharacter.Update( (0+(fDelta*1.08f)) );
m_mCharacter.Update(fDelta);
} else
// if we update at normal speed during a step animation, it is too slow and
// doesn't finish in time.
m_mCharacter.Update( fDelta*1.8f );
};
}
m_mDancePad.Update(fDelta);
m_mCharacter.Update(fDelta);
ScreenAttract::Update( fDelta );
}