Sprite -> AutoActor

This commit is contained in:
Chris Danford
2005-01-09 01:17:51 +00:00
parent d58fa5178c
commit 223ca00728
2 changed files with 17 additions and 17 deletions
+15 -15
View File
@@ -96,10 +96,10 @@ void MusicWheel::Load()
GAMESTATE->m_CurStyle = GAMEMAN->STYLE_DANCE_SINGLE; GAMESTATE->m_CurStyle = GAMEMAN->STYLE_DANCE_SINGLE;
*/ */
m_sprSelectionOverlay.SetName( "Highlight" ); m_sprHighlight.Load( THEME->GetPathToG("MusicWheel highlight") );
m_sprSelectionOverlay.Load( THEME->GetPathToG("MusicWheel highlight") ); m_sprHighlight->SetName( "Highlight" );
this->AddChild( &m_sprSelectionOverlay ); this->AddChild( m_sprHighlight );
UtilOnCommand( &m_sprSelectionOverlay, "MusicWheel" ); UtilOnCommand( m_sprHighlight, "MusicWheel" );
m_ScrollBar.SetX( SCROLL_BAR_X ); m_ScrollBar.SetX( SCROLL_BAR_X );
m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT ); m_ScrollBar.SetBarHeight( SCROLL_BAR_HEIGHT );
@@ -1335,16 +1335,16 @@ void MusicWheel::TweenOnScreen(bool changing_sort)
{ {
m_WheelState = STATE_TWEENING_ON_SCREEN; m_WheelState = STATE_TWEENING_ON_SCREEN;
SetItemPosition( m_sprSelectionOverlay, 0 ); SetItemPosition( *m_sprHighlight, 0 );
COMMAND( m_sprSelectionOverlay, "StartOn"); COMMAND( m_sprHighlight, "StartOn");
if( changing_sort ) if( changing_sort )
{ {
const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET; const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
m_sprSelectionOverlay.BeginTweening( delay ); // sleep m_sprHighlight->BeginTweening( delay ); // sleep
COMMAND( m_sprSelectionOverlay, "FinishOnSort"); COMMAND( m_sprHighlight, "FinishOnSort");
} else { } else {
COMMAND( m_sprSelectionOverlay, "FinishOn"); COMMAND( m_sprHighlight, "FinishOn");
} }
m_ScrollBar.SetX( SCROLL_BAR_X ); m_ScrollBar.SetX( SCROLL_BAR_X );
@@ -1380,20 +1380,20 @@ void MusicWheel::TweenOffScreen(bool changing_sort)
{ {
m_WheelState = STATE_TWEENING_OFF_SCREEN; m_WheelState = STATE_TWEENING_OFF_SCREEN;
SetItemPosition( m_sprSelectionOverlay, 0 ); SetItemPosition( *m_sprHighlight, 0 );
COMMAND( m_sprSelectionOverlay, "StartOff"); COMMAND( m_sprHighlight, "StartOff");
if(changing_sort) if(changing_sort)
{ {
/* When changing sort, tween the overlay with the item in the center; /* When changing sort, tween the overlay with the item in the center;
* having it separate looks messy when we're moving fast. */ * having it separate looks messy when we're moving fast. */
const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET; const float delay = fabsf(NUM_WHEEL_ITEMS/2-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
m_sprSelectionOverlay.BeginTweening( delay ); // sleep m_sprHighlight->BeginTweening( delay ); // sleep
COMMAND( m_sprSelectionOverlay, "FinishOffSort"); COMMAND( m_sprHighlight, "FinishOffSort");
} else { } else {
COMMAND( m_sprSelectionOverlay, "FinishOff"); COMMAND( m_sprHighlight, "FinishOff");
} }
COMMAND( m_sprSelectionOverlay, "FinishOff"); COMMAND( m_sprHighlight, "FinishOff");
m_ScrollBar.BeginTweening( 0 ); m_ScrollBar.BeginTweening( 0 );
m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE ); m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_ACCELERATE );
+2 -2
View File
@@ -3,7 +3,7 @@
#ifndef MUSICWHEEL_H #ifndef MUSICWHEEL_H
#define MUSICWHEEL_H #define MUSICWHEEL_H
#include "Sprite.h" #include "ActorUtil.h"
#include "ActorFrame.h" #include "ActorFrame.h"
#include "RageSound.h" #include "RageSound.h"
#include "RandomSample.h" #include "RandomSample.h"
@@ -82,7 +82,7 @@ protected:
void ChangeMusic(int dist); /* +1 or -1 */ void ChangeMusic(int dist); /* +1 or -1 */
ScrollBar m_ScrollBar; ScrollBar m_ScrollBar;
Sprite m_sprSelectionOverlay; AutoActor m_sprHighlight;
vector<WheelItemData> m_WheelItemDatas[NUM_SORT_ORDERS]; vector<WheelItemData> m_WheelItemDatas[NUM_SORT_ORDERS];
vector<WheelItemData *> m_CurWheelItemData; vector<WheelItemData *> m_CurWheelItemData;