AutoActor

This commit is contained in:
Glenn Maynard
2005-08-31 19:21:29 +00:00
parent 48bb0f235d
commit 0a0ad9eb54
+16 -16
View File
@@ -116,8 +116,8 @@ protected:
float m_fLastMusicSeconds;
BGAnimation m_DangerPlayer[NUM_PLAYERS];
BGAnimation m_DangerAll;
AutoActor m_DangerPlayer[NUM_PLAYERS];
AutoActor m_DangerAll;
AutoActor m_DeadPlayer[NUM_PLAYERS];
@@ -196,9 +196,9 @@ void BackgroundImpl::Init()
}
}
m_DangerAll.LoadFromAniDir( THEME->GetPathB("ScreenGameplay","danger all") );
m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") );
FOREACH_PlayerNumber( p )
m_DangerPlayer[p].LoadFromAniDir( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
FOREACH_PlayerNumber( p )
m_DeadPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("dead p%d",p+1)) );
@@ -676,17 +676,17 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
// Re-sort.
BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
m_DangerAll.SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DangerAll.SetZoomX( fXZoom );
m_DangerAll.SetZoomY( fYZoom );
m_DangerAll->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DangerAll->SetZoomX( fXZoom );
m_DangerAll->SetZoomY( fYZoom );
FOREACH_PlayerNumber( p )
{
m_DangerPlayer[p].SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DangerPlayer[p].SetZoomX( fXZoom );
m_DangerPlayer[p].SetZoomY( fYZoom );
m_DangerPlayer[p].FinishTweening();
m_DangerPlayer[p].PlayCommand( "On" );
m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DangerPlayer[p]->SetZoomX( fXZoom );
m_DangerPlayer[p]->SetZoomY( fYZoom );
m_DangerPlayer[p]->FinishTweening();
m_DangerPlayer[p]->PlayCommand( "On" );
m_DeadPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DeadPlayer[p]->SetZoomX( fXZoom );
@@ -852,13 +852,13 @@ void BackgroundImpl::Update( float fDeltaTime )
if( IsDangerAllVisible() )
{
m_DangerAll.Update( fDeltaTime );
m_DangerAll->Update( fDeltaTime );
}
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
m_DangerPlayer[p].Update( fDeltaTime );
m_DangerPlayer[p]->Update( fDeltaTime );
if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
m_DeadPlayer[p]->Update( fDeltaTime );
@@ -889,7 +889,7 @@ void BackgroundImpl::DrawPrimitives()
// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
if( m_pDancingCharacters )
m_pDancingCharacters->m_bDrawDangerLight = true;
m_DangerAll.Draw();
m_DangerAll->Draw();
}
if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE )
@@ -909,7 +909,7 @@ void BackgroundImpl::DrawPrimitives()
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
m_DangerPlayer[p].Draw();
m_DangerPlayer[p]->Draw();
if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
m_DeadPlayer[p]->Draw();
}