From 10e2f0ab3a5d5424705bd159ec8320b9fe7f293e Mon Sep 17 00:00:00 2001 From: AJ Kelly Date: Tue, 28 Dec 2010 13:44:38 -0600 Subject: [PATCH] [ScreenHowToPlay] Have Character ignore the Miss steps instead of trying to hit them. --- Docs/Changelog_sm-ssc.txt | 5 +++++ src/ScreenHowToPlay.cpp | 18 ++++++++++++------ 2 files changed, 17 insertions(+), 6 deletions(-) diff --git a/Docs/Changelog_sm-ssc.txt b/Docs/Changelog_sm-ssc.txt index c145598a62..2016806128 100644 --- a/Docs/Changelog_sm-ssc.txt +++ b/Docs/Changelog_sm-ssc.txt @@ -13,6 +13,11 @@ _____________________________________________________________________________ sm-ssc v1.2 | 201012xx -------------------------------------------------------------------------------- +20101228 +-------- +* [ScreenHowToPlay] Have Character ignore the Miss steps instead of trying to + hit them. [freem] + 20101227 -------- * [ScreenHowToPlay] Added CharacterName metric, which will force the Character diff --git a/src/ScreenHowToPlay.cpp b/src/ScreenHowToPlay.cpp index 1429e1b077..07c3ec6fb9 100644 --- a/src/ScreenHowToPlay.cpp +++ b/src/ScreenHowToPlay.cpp @@ -82,12 +82,12 @@ void ScreenHowToPlay::Init() m_pmDancePad = new Model; m_pmDancePad->SetName( "Pad" ); m_pmDancePad->LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) ); - // xxx: hardcoded rotation -freem + // xxx: hardcoded rotation. can be undone, but still. -freem m_pmDancePad->SetRotationX( 35 ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmDancePad ); } - // Display random character + // Display a character vector vpCharacters; CHARMAN->GetCharacters( vpCharacters ); if( (bool)USE_CHARACTER && vpCharacters.size() && HaveAllCharAnimations() ) @@ -115,13 +115,13 @@ void ScreenHowToPlay::Init() m_pmCharacter->SetDefaultAnimation( "rest" ); m_pmCharacter->PlayAnimation( "rest" ); // Stay bouncing after a step has finished animating. - // xxx: hardcoded rotation -freem + // xxx: hardcoded rotation. can be undone, but still. -freem m_pmCharacter->SetRotationX( 40 ); m_pmCharacter->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_pmCharacter ); } } - + GAMESTATE->SetCurrentStyle( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) ); if( USE_PLAYER ) @@ -221,7 +221,7 @@ void ScreenHowToPlay::Step() case ST_JUMPUD: // Until I can get an UP+DOWN jump animation, this will have to do. m_pmCharacter->PlayAnimation( "Step-JUMPLR", 1.8f ); - + m_pmCharacter->StopTweening(); m_pmCharacter->BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR ); m_pmCharacter->SetRotationY( 90 ); @@ -262,8 +262,14 @@ void ScreenHowToPlay::Update( float fDelta ) if( m_iW2s > m_iNumW2s ) GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN; + // Per the above code, we don't always want the character stepping. + // If they try to make all of the steps in the miss part, they look + // silly. Have then stand still instead. - freem if ( m_pmCharacter ) - Step(); + { + if( m_iW2s <= m_iNumW2s ) + Step(); + } } ScreenAttract::Update( fDelta );