[ScreenHowToPlay] Have Character ignore the Miss steps instead of trying to hit them.

This commit is contained in:
AJ Kelly
2010-12-28 13:44:38 -06:00
parent efe31cfd63
commit 10e2f0ab3a
2 changed files with 17 additions and 6 deletions
+12 -6
View File
@@ -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<Character*> 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 );