Add Reset().

Reset combos and judgements in Player::Load().

const stuff.
This commit is contained in:
Glenn Maynard
2002-08-26 08:11:52 +00:00
parent 35b9371edb
commit 1efce9f7f7
4 changed files with 22 additions and 21 deletions
+9 -17
View File
@@ -17,11 +17,17 @@
#include "GameState.h"
void Combo::Reset()
{
m_iCurCombo = m_iMaxCombo = m_iCurComboOfPerfects = 0;
m_textComboNumber.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); // invisible
m_sprCombo.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); // invisible
}
Combo::Combo()
{
m_iCurCombo = 0;
m_iMaxCombo = 0;
m_iCurComboOfPerfects = 0;
Reset();
m_sprCombo.Load( THEME->GetPathTo("Graphics", "gameplay combo") );
m_sprCombo.TurnShadowOn();
@@ -34,10 +40,6 @@ Combo::Combo()
m_textComboNumber.SetHorizAlign( Actor::align_right );
m_textComboNumber.SetX( 0 );
m_textComboNumber.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); // invisible
m_sprCombo.SetDiffuseColor( D3DXCOLOR(1,1,1,0) ); // invisible
this->AddSubActor( &m_textComboNumber );
this->AddSubActor( &m_sprCombo );
}
@@ -124,13 +126,3 @@ void Combo::UpdateScore( TapNoteScore score )
ASSERT(0);
}
}
int Combo::GetCurrentCombo()
{
return m_iCurCombo;
}
int Combo::GetMaxCombo()
{
return m_iMaxCombo;
}
+3 -2
View File
@@ -24,8 +24,9 @@ public:
void UpdateScore( TapNoteScore score );
int GetCurrentCombo();
int GetMaxCombo();
int GetCurrentCombo() const { return m_iCurCombo; }
int GetMaxCombo() const { return m_iMaxCombo; }
void Reset();
protected:
int m_iCurCombo;
+4 -2
View File
@@ -9,8 +9,8 @@
*/
#ifndef _Judgement_H_
#define _Judgement_H_
#ifndef JUDGEMENT_H
#define JUDGEMENT_H
#include "Sprite.h"
@@ -24,9 +24,11 @@ class Judgement : public ActorFrame
{
public:
Judgement();
virtual ~Judgement() { }
void SetJudgement( TapNoteScore score );
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Reset() { m_fDisplayCountdown = .0f; }
protected:
Sprite m_sprJudgement;
+6
View File
@@ -77,6 +77,12 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_fSecondsBeforeFail[m_PlayerNumber] != -1 ) // Oni dead
this->ClearAll();
/* The editor reuses Players ... so we really need to make sure everything
* is reset and not tweening. Perhaps ActorFrame should recurse to subactors;
* then we could just this->StopTweening()? -glenn */
m_frameJudgement.StopTweening();
m_Combo.Reset();
m_Judgement.Reset();
m_iNumTapNotes = pNoteData->GetNumTapNotes();
m_iTapNotesHit = 0;