don't load battle components unless PlayMode is battle

This commit is contained in:
Chris Danford
2003-04-07 23:06:33 +00:00
parent 14cbdd2ce7
commit 145cc4eea4
4 changed files with 32 additions and 18 deletions
+11 -8
View File
@@ -25,20 +25,23 @@
ActiveItemList::ActiveItemList()
{
for( int i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
{
m_text[i].LoadFromFont( THEME->GetPathTo("Fonts","Common normal") );
m_text[i].SetZoom( TEXT_ZOOM );
// m_text[i].SetText( "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" );
this->AddChild( &m_text[i] );
}
}
void ActiveItemList::Init( PlayerNumber pn )
{
m_PlayerNumber = pn;
for( int i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
int i;
for( i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
{
m_text[i].LoadFromFont( THEME->GetPathTo("Fonts","Common normal") );
m_text[i].SetZoom( TEXT_ZOOM );
// m_text[i].SetText( "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW" );
this->AddChild( &m_text[i] );
}
for( i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
{
m_text[i].SetHorizAlign( (Actor::HorizAlign)TEXT_HORIZ_ALIGN(pn) );
bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
+2 -1
View File
@@ -50,11 +50,12 @@ void ReloadItems()
Inventory::Inventory()
{
ReloadItems();
}
void Inventory::Load( PlayerNumber pn )
{
ReloadItems();
m_PlayerNumber = pn;
m_iLastSeenCombo = 0;
+16 -7
View File
@@ -229,9 +229,12 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_TimingAssist.Load((PlayerNumber)p, &m_Player[p]);
m_ActiveItemList[p].Init( (PlayerNumber)p );
/* Position it in LoadNextSong. */
this->AddChild( &m_ActiveItemList[p] );
if( GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE )
{
m_ActiveItemList[p].Init( (PlayerNumber)p );
/* Position it in LoadNextSong. */
this->AddChild( &m_ActiveItemList[p] );
}
m_sprOniGameOver[p].Load( THEME->GetPathTo("Graphics","ScreenGameplay oni gameover") );
m_sprOniGameOver[p].SetX( fPlayerX );
@@ -411,11 +414,17 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
for( p=0; p<NUM_PLAYERS; p++ )
{
m_Inventory[p].Load( (PlayerNumber)p );
this->AddChild( &m_Inventory[p] );
if( GAMESTATE->m_PlayMode==PLAY_MODE_BATTLE )
{
m_Inventory[p].Load( (PlayerNumber)p );
this->AddChild( &m_Inventory[p] );
}
m_RaveHelper[p].Load( (PlayerNumber)p );
this->AddChild( &m_RaveHelper[p] );
if( GAMESTATE->m_PlayMode==PLAY_MODE_RAVE )
{
m_RaveHelper[p].Load( (PlayerNumber)p );
this->AddChild( &m_RaveHelper[p] );
}
}
+3 -2
View File
@@ -59,7 +59,7 @@ ScreenSelectCharacter::ScreenSelectCharacter()
{
m_iSelectedCharacter[p] = 0;
m_iSelectedLevelIndex[p] = 0;
if( GAMESTATE->IsPlayerEnabled(p) )
if( GAMESTATE->IsHumanPlayer(p) )
m_SelectionRow[p] = CHOOSING_HUMAN_CHARACTER;
}
@@ -342,7 +342,8 @@ void ScreenSelectCharacter::MenuStart( PlayerNumber pn )
bool bAllAreFinished = true;
for( int p=0; p<NUM_PLAYERS; p++ )
bAllAreFinished &= (m_SelectionRow[p] == FINISHED_CHOOSING);
if( GAMESTATE->IsHumanPlayer(p) )
bAllAreFinished &= (m_SelectionRow[p] == FINISHED_CHOOSING);
if( bAllAreFinished )
{