don't hard code a sleep - let a BGAnimation control the transition

This commit is contained in:
Chris Danford
2005-04-01 12:35:49 +00:00
parent c40ab7f7a7
commit 2480c02254
11 changed files with 45 additions and 54 deletions
+2 -10
View File
@@ -86,7 +86,7 @@ AutoScreenMessage( SM_StopHereWeGo )
static Preference<float> g_fNetStartOffset( Options, "NetworkStartOffset", -3.0 );
REGISTER_SCREEN_CLASS( ScreenGameplay );
ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
{
PLAYER_TYPE.Load( sName, "PlayerType" );
GIVE_UP_TEXT.Load( sName, "GiveUpText" );
@@ -99,7 +99,7 @@ ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
void ScreenGameplay::Init()
{
Screen::Init();
ScreenWithMenuElements::Init();
/* Pause MEMCARDMAN. If a memory card is remove, we don't want to interrupt the
* player by making a noise until the game finishes. */
@@ -620,14 +620,6 @@ void ScreenGameplay::Init()
m_textDebug.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // just under transitions, over the foreground
this->AddChild( &m_textDebug );
m_In.Load( THEME->GetPathB(m_sName,"in") );
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );
m_Cancel.Load( THEME->GetPathB(m_sName,"cancel") );
m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
this->AddChild( &m_Cancel );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
{