reposition items that depend on reverse when we change songs

This commit is contained in:
Glenn Maynard
2003-02-28 20:50:28 +00:00
parent 1808b6838c
commit 151eea0a2c
+22 -11
View File
@@ -175,14 +175,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
const bool bReverse[NUM_PLAYERS] = {
GAMESTATE->m_PlayerOptions[0].m_fReverseScroll == 1,
GAMESTATE->m_PlayerOptions[1].m_fReverseScroll == 1
};
m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
@@ -219,8 +211,8 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_Player[p].SetX( fPlayerX );
this->AddChild( &m_Player[p] );
m_ActiveItemList[p].SetXY( ACTIVE_ITEMS_X(p), ACTIVE_ITEMS_Y(p,bExtra,bReverse[p]) );
m_ActiveItemList[p].Init( (PlayerNumber)p, &m_Inventory );
/* Position it in LoadNextSong. */
this->AddChild( &m_ActiveItemList[p] );
m_sprOniGameOver[p].Load( THEME->GetPathTo("Graphics","gameplay oni gameover") );
@@ -238,6 +230,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_sprMiddleFrame.Load( THEME->GetPathTo("Graphics","Gameplay Middle Frame") );
m_sprMiddleFrame.SetXY( MIDDLE_FRAME_X, MIDDLE_FRAME_Y );
const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
// LifeFrame goes below LifeMeter
CString sLifeFrameName;
@@ -380,7 +373,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
continue;
m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","gameplay difficulty icons 2x5") );
m_DifficultyIcon[p].SetXY( DIFFICULTY_X(p), DIFFICULTY_Y(p,bExtra,bReverse[p]) );
/* Position it in LoadNextSong. */
this->AddChild( &m_DifficultyIcon[p] );
}
@@ -453,11 +446,14 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_BPMDisplay.SetZoom( BPM_ZOOM );
this->AddChild( &m_BPMDisplay );
/* LoadNextSong first, since that positions some elements which need to be
* positioned before we TweenOnScreen. */
LoadNextSong();
TweenOnScreen();
for( int i=0; i<30; i++ )
this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
LoadNextSong();
m_soundToasty.Load( THEME->GetPathTo("Sounds","gameplay toasty") );
@@ -628,6 +624,21 @@ void ScreenGameplay::LoadNextSong()
GAMESTATE->m_pCurSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
const bool bReverse[NUM_PLAYERS] = {
GAMESTATE->m_PlayerOptions[0].m_fReverseScroll == 1,
GAMESTATE->m_PlayerOptions[1].m_fReverseScroll == 1
};
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_ActiveItemList[p].SetXY( ACTIVE_ITEMS_X(p), ACTIVE_ITEMS_Y(p,bExtra,bReverse[p]) );
m_DifficultyIcon[p].SetXY( DIFFICULTY_X(p), DIFFICULTY_Y(p,bExtra,bReverse[p]) );
}
m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath() );
}