attempting to clean up Player::Step. This just shifts the stuff to

ScreenGameplay::Update, but at least it keeps this logic out of Player ...
This commit is contained in:
Glenn Maynard
2005-02-07 04:12:51 +00:00
parent c37de6424a
commit 1905fc9a22
3 changed files with 27 additions and 17 deletions
+21 -1
View File
@@ -1458,7 +1458,27 @@ void ScreenGameplay::Update( float fDeltaTime )
{
DancingCharacters *pCharacter = m_Background.GetDancingCharacters();
if( pCharacter != NULL )
pCharacter->Change2DAnimState( p, m_Player[p].GetDancingCharacterState() );
{
TapNoteScore tns = m_Player[p].GetLastTapNoteScore();
ANIM_STATES_2D StateMap[NUM_TAP_NOTE_SCORES] =
{
AS2D_MISS, /* TNS_NONE (shouldn't happen) */
AS2D_MISS, /* TNS_HIT_MINE (shouldn't happen) */
AS2D_MISS, /* TNS_MISS */
AS2D_MISS, /* TNS_BOO */
AS2D_GOOD, /* TNS_GOOD */
AS2D_GOOD, /* TNS_GREAT */
AS2D_GREAT, /* TNS_PERFECT */
AS2D_GREAT /* TNS_MARVELOUS */
};
ANIM_STATES_2D state = StateMap[tns];
if( state == AS2D_GREAT && m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
state = AS2D_FEVER;
pCharacter->Change2DAnimState( p, state );
}
}
//