move PlayerName texts out of code and into BGAnimations

This commit is contained in:
Chris Danford
2005-02-13 01:16:17 +00:00
parent 4264182ea1
commit 12fde5d55c
11 changed files with 38 additions and 88 deletions
-13
View File
@@ -504,15 +504,6 @@ void ScreenGameplay::Init()
SET_XY( m_textCourseSongNumber[p] );
m_textCourseSongNumber[p].SetText( "" );
m_textCourseSongNumber[p].SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
{
m_textPlayerName[p].LoadFromFont( THEME->GetPathF(m_sName,"player") );
m_textPlayerName[p].SetName( ssprintf("PlayerNameP%i",p+1) );
m_textPlayerName[p].SetText( GAMESTATE->GetPlayerDisplayName(p) );
SET_XY( m_textPlayerName[p] );
this->AddChild( &m_textPlayerName[p] );
}
}
FOREACH_EnabledPlayer(p)
@@ -2432,8 +2423,6 @@ void ScreenGameplay::TweenOnScreen()
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
ON_COMMAND( m_textCourseSongNumber[p] );
if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
ON_COMMAND( m_textPlayerName[p] );
ON_COMMAND( m_textStepsDescription[p] );
if( m_pPrimaryScoreDisplay[p] )
ON_COMMAND( *m_pPrimaryScoreDisplay[p] );
@@ -2474,8 +2463,6 @@ void ScreenGameplay::TweenOffScreen()
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
OFF_COMMAND( m_textCourseSongNumber[p] );
if( GAMESTATE->m_PlayMode == PLAY_MODE_RAVE )
OFF_COMMAND( m_textPlayerName[p] );
OFF_COMMAND( m_textStepsDescription[p] );
if( m_pPrimaryScoreDisplay[p] )
OFF_COMMAND( *m_pPrimaryScoreDisplay[p] );