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;
}