Make this happen for each place it needs to.

This commit is contained in:
Sean Burke
2003-08-29 01:12:06 +00:00
parent bd50867a69
commit 229c656d25
+11 -4
View File
@@ -17,7 +17,7 @@
// STEPCIRCLE commands are relative to the HELPER position // STEPCIRCLE commands are relative to the HELPER position
#define STEPCIRCLE_LEFT_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_LEFT_COMMAND",pz+1)) #define STEPCIRCLE_LEFT_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_LEFT_COMMAND",pz+1))
#define STEPCIRCLE_DOWN_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_DOWN_COMMAND",pz+1)) #define STEPCIRCLE_DOWN_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_DOWN_COMMAND",pz+1))
#define STEPCIRCLE_UP_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_UP_COMMAND",pz+1)) #define STEPCIRCLE_UP_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_UP_COMMAND",pz+1))
#define STEPCIRCLE_RIGHT_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_RIGHT_COMMAND",pz+1)) #define STEPCIRCLE_RIGHT_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_RIGHT_COMMAND",pz+1))
// "HELPER" offsets effect the pad/dancer as a whole.. Their relative Y cooridinates are hard-coded for eachother. // "HELPER" offsets effect the pad/dancer as a whole.. Their relative Y cooridinates are hard-coded for eachother.
@@ -95,6 +95,8 @@ void BeginnerHelper::Initialize( int iDancePadType )
this->AddChild(&m_sStepCircle[sc]); this->AddChild(&m_sStepCircle[sc]);
}*/ }*/
Steps *Blahness;
// Load the DancePad // Load the DancePad
m_mDancePad.SetHorizAlign( align_left ); m_mDancePad.SetHorizAlign( align_left );
m_mDancePad.SetRotationX( DANCEPAD_ANGLE ); m_mDancePad.SetRotationX( DANCEPAD_ANGLE );
@@ -116,6 +118,11 @@ void BeginnerHelper::Initialize( int iDancePadType )
GAMESTATE->m_pCurCharacters[pl] = GAMESTATE->GetRandomCharacter(); GAMESTATE->m_pCurCharacters[pl] = GAMESTATE->GetRandomCharacter();
} }
LOG->Trace( "Blahness" );
Blahness = GAMESTATE->m_pCurNotes[pl];
LOG->Trace( "Blahness2" );
LOG->Trace( "Players: %d, Player: %d",NUM_PLAYERS,pl );
LOG->Trace ("Blahness Difficulty: %d",Blahness->GetDifficulty() );
if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() == DIFFICULTY_BEGINNER && GAMESTATE->m_pCurCharacters[pl] != NULL ) if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() == DIFFICULTY_BEGINNER && GAMESTATE->m_pCurCharacters[pl] != NULL )
{ {
// Load textures // Load textures
@@ -185,7 +192,7 @@ void BeginnerHelper::Step( int pn, int CSTEP )
{ {
LOG->Trace( "BeginnerHelper::Step()" ); LOG->Trace( "BeginnerHelper::Step()" );
// First make sure this player is on beginner mode and enabled... The difficulty check may be redundant, tho. // First make sure this player is on beginner mode and enabled... The difficulty check may be redundant, tho.
if( (GAMESTATE->IsPlayerEnabled(pn)) && (GAMESTATE->m_PreferredDifficulty[pn] == DIFFICULTY_BEGINNER) ) if( (GAMESTATE->IsPlayerEnabled(pn)) && (GAMESTATE->m_pCurNotes[pn]->GetDifficulty() == DIFFICULTY_BEGINNER) )
{ {
ShowStepCircle( pn, CSTEP); ShowStepCircle( pn, CSTEP);
m_mDancer[pn].StopTweening(); m_mDancer[pn].StopTweening();
@@ -194,7 +201,7 @@ void BeginnerHelper::Step( int pn, int CSTEP )
{ {
case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT" ); break; case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT" ); break;
case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT" ); break; case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT" ); break;
case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP" ); break; case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP" ); break;
case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN" ); break; case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN" ); break;
case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR" ); break; case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR" ); break;
case ST_JUMPUD: case ST_JUMPUD:
@@ -221,7 +228,7 @@ void BeginnerHelper::Update( float fDeltaTime )
for(int pn = 0; pn < NUM_PLAYERS; pn++ ) for(int pn = 0; pn < NUM_PLAYERS; pn++ )
{ {
if( (!GAMESTATE->IsPlayerEnabled(pn)) || (GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_BEGINNER) ) if( (!GAMESTATE->IsPlayerEnabled(pn)) || (GAMESTATE->m_pCurNotes[pn]->GetDifficulty() != DIFFICULTY_BEGINNER) )
continue; // skip continue; // skip
int iStep = 0; int iStep = 0;