tweaked the character movement a bit. now reacts better and doesn't bounce so fast. still needs more work, though.
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@@ -44,10 +44,6 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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m_LifeMeterBar.Load( PLAYER_1 );
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m_LifeMeterBar.Load( PLAYER_1 );
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m_LifeMeterBar.SetXY( 480, 40 );
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m_LifeMeterBar.SetXY( 480, 40 );
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// we need to be a little lower than half if we want to hit
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// zero with the actual miss steps. cheat.
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// m_LifeMeterBar.ChangeLife(TNS_MISS);
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// nicer fix :P it depends on difficulty
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m_LifeMeterBar.FillForHowToPlay(4, 6);
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m_LifeMeterBar.FillForHowToPlay(4, 6);
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// Display random character+pad
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// Display random character+pad
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@@ -154,6 +150,7 @@ void ScreenHowToPlay::Update( float fDelta )
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case 20: m_mCharacter.SetFrame(150); break;
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case 20: m_mCharacter.SetFrame(150); break;
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case 22: m_mCharacter.SetFrame(270); break;
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case 22: m_mCharacter.SetFrame(270); break;
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};
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};
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m_mCharacter.Update(fDelta);
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}
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}
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else
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else
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{
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{
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@@ -192,15 +189,16 @@ void ScreenHowToPlay::Update( float fDelta )
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if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) )
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if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) )
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m_mCharacter.SetFrame(184);
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m_mCharacter.SetFrame(184);
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//Loop for HowToPlay static movement is 184~243
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//Loop for HowToPlay static movement is 184~243
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};
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m_mCharacter.Update(fDelta);
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} else
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m_mCharacter.Update( (0+(fDelta*1.08f)) );
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// if we update at normal speed during a step animation, it is too slow and
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// doesn't finish in time.
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m_mCharacter.Update( fDelta*1.8f );
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};
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};
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}
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}
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m_mDancePad.Update(fDelta);
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m_mDancePad.Update(fDelta);
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m_mCharacter.Update(fDelta);
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ScreenAttract::Update( fDelta );
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ScreenAttract::Update( fDelta );
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}
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}
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