separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.

This commit is contained in:
Chris Danford
2005-04-05 08:30:57 +00:00
parent af231d1a63
commit 218be32879
19 changed files with 175 additions and 150 deletions
+7 -23
View File
@@ -597,10 +597,10 @@ void Background::Update( float fDeltaTime )
FOREACH_PlayerNumber( p )
{
if( IsDangerPlayerVisible(p) )
if( GAMESTATE->IsPlayerInDanger(p) )
m_DangerPlayer[p].Update( fDeltaTime );
if( IsDeadPlayerVisible(p) )
if( GAMESTATE->IsPlayerDead(p) )
m_DeadPlayer[p].Update( fDeltaTime );
}
@@ -652,9 +652,9 @@ void Background::DrawPrimitives()
FOREACH_PlayerNumber( p )
{
if( IsDangerPlayerVisible(p) )
if( GAMESTATE->IsPlayerInDanger(p) )
m_DangerPlayer[p].Draw();
if( IsDeadPlayerVisible(p) )
if( GAMESTATE->IsPlayerDead(p) )
m_DeadPlayer[p].Draw();
}
}
@@ -667,8 +667,9 @@ void Background::DrawPrimitives()
bool Background::IsDangerAllVisible()
{
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_OFF )
return false;
FOREACH_PlayerNumber( p )
if( GAMESTATE->GetPlayerFailType(p) == SongOptions::FAIL_OFF )
return false;
if( !PREFSMAN->m_bShowDanger )
return false;
@@ -686,23 +687,6 @@ bool Background::IsDangerAllVisible()
return true;
}
bool Background::IsDangerPlayerVisible( PlayerNumber pn )
{
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_OFF )
return false;
if( !PREFSMAN->m_bShowDanger )
return false;
return GAMESTATE->m_pPlayerState[pn]->m_HealthState == PlayerState::DANGER;
}
bool Background::IsDeadPlayerVisible( PlayerNumber pn )
{
if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_OFF )
return false;
return GAMESTATE->m_pPlayerState[pn]->m_HealthState == PlayerState::DEAD;
}
BrightnessOverlay::BrightnessOverlay()
{
float fQuadWidth = (RIGHT_EDGE-LEFT_EDGE)/2;