Use a message to end the selection, instead of a global float.

This commit is contained in:
Glenn Maynard
2002-08-26 00:57:40 +00:00
parent a30399d3bc
commit 2f3d12ee8e
+29 -34
View File
@@ -31,6 +31,7 @@ Andrew Livy
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
const ScreenMessage SM_PlayersChosen = ScreenMessage(SM_User + 3);
#define USE_NORMAL_OR_EZ2_SELECT_STYLE THEME->GetMetricB("General","UseNormalOrEZ2SelectStyle")
@@ -53,7 +54,6 @@ const float OPT_Y[NUM_EZ2_GRAPHICS] = {
float ez2_lasttimercheck;
float ez2_bounce=0.f; // used for the bouncing of the '1p' and '2p' images
/************************************
@@ -64,7 +64,6 @@ Desc: Sets up the screen display
ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
{
LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
ez2_lasttimercheck = 0.0f;
m_iSelectedStyle=3; // by bbf: frieza, was this supposed to be 3 ?
GAMESTATE->m_CurStyle = STYLE_NONE;
// GAMESTATE->m_MasterPlayerNumber = PLAYER_INVALID;
@@ -155,37 +154,6 @@ void ScreenEz2SelectPlayer::DrawPrimitives()
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
// wait for a bit incase another player wants to join before moving on.
if (ez2_lasttimercheck != 0.0f && TIMER->GetTimeSinceStart() > ez2_lasttimercheck + 1)
{
ez2_lasttimercheck = 0.0f;
if (m_iSelectedStyle == 0) // only the left pad was selected
{
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
}
else if (m_iSelectedStyle == 1) // only the right pad was selected
{
// GAMESTATE->m_MasterPlayerNumber = PLAYER_2;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
}
else // they both selected
{
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS;
}
MUSIC->Stop();
this->ClearMessageQueue();
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
TweenOffScreen();
}
}
/************************************
@@ -216,6 +184,30 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
case SM_MenuTimer:
MenuStart(PLAYER_1); // Automatically Choose Player 1
break;
case SM_PlayersChosen:
if (m_iSelectedStyle == 0) // only the left pad was selected
{
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
}
else if (m_iSelectedStyle == 1) // only the right pad was selected
{
// GAMESTATE->m_MasterPlayerNumber = PLAYER_2;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
}
else // they both selected
{
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS;
}
MUSIC->Stop();
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
TweenOffScreen();
break;
case SM_GoToPrevState:
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
@@ -288,7 +280,10 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
}
m_soundSelect.PlayRandom();
ez2_lasttimercheck = TIMER->GetTimeSinceStart(); // start the timer for going to next state
// wait for a bit incase another player wants to join before moving on.
this->ClearMessageQueue();
SCREENMAN->SendMessageToTopScreen( SM_PlayersChosen, 1.f );
}
else
{