moved PlayerNumber into a separate header to reduce dependences on GameConstantsAndTypes.h
default mappings for menu buttons items in battle now have a duration fix VC6 compile errors
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@@ -66,6 +66,8 @@
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#define SONG_OPTIONS_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("SongOptions%sY",e?"Extra":""))
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#define DIFFICULTY_X( p ) THEME->GetMetricF("ScreenGameplay",ssprintf("DifficultyP%dX",p+1))
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#define DIFFICULTY_Y( p, e, r ) THEME->GetMetricF("ScreenGameplay",ssprintf("DifficultyP%d%s%sY",p+1,e?"Extra":"",r?"Reverse":""))
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#define ACTIVE_ITEMS_X( p ) THEME->GetMetricF("ScreenGameplay",ssprintf("ActiveItemsP%dX",p+1))
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#define ACTIVE_ITEMS_Y( p, e, r ) THEME->GetMetricF("ScreenGameplay",ssprintf("ActiveItemsP%d%s%sY",p+1,e?"Extra":"",r?"Reverse":""))
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#define DEBUG_X THEME->GetMetricF("ScreenGameplay","DebugX")
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#define DEBUG_Y THEME->GetMetricF("ScreenGameplay","DebugY")
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#define STATUS_ICONS_X THEME->GetMetricF("ScreenGameplay","StatusIconsX")
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@@ -201,6 +203,10 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_Player[p].SetX( fPlayerX );
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this->AddChild( &m_Player[p] );
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m_ActiveItemList[p].SetXY( ACTIVE_ITEMS_X(p), ACTIVE_ITEMS_Y(p,bExtra,bReverse[p]) );
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m_ActiveItemList[p].Init( (PlayerNumber)p, &m_Inventory );
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this->AddChild( &m_ActiveItemList[p] );
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m_sprOniGameOver[p].Load( THEME->GetPathTo("Graphics","gameplay oni gameover") );
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m_sprOniGameOver[p].SetX( fPlayerX );
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m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
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@@ -474,6 +480,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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}
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m_Inventory.RefreshPossibleItems();
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this->AddChild( &m_Inventory );
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m_iRowLastCrossed = -1;
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@@ -1259,6 +1266,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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m_Inventory.RemoveAllActiveItems();
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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