Various bug fixes. See changelog.

This commit is contained in:
Chris Danford
2002-07-23 01:41:40 +00:00
parent 83d773d239
commit 317c352a9b
129 changed files with 3745 additions and 1950 deletions
+11 -3
View File
@@ -11,7 +11,7 @@
*/
#include "ScreenGameOver.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "TransitionFadeWipe.h"
#include "Sprite.h"
@@ -19,6 +19,8 @@
#include "ScreenManager.h"
#include "ScreenTitleMenu.h"
#include "AnnouncerManager.h"
#include "GameState.h"
const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
@@ -27,9 +29,11 @@ const ScreenMessage SM_PlayAnnouncer = ScreenMessage(SM_User + 3);
ScreenGameOver::ScreenGameOver()
{
m_bClosing = false;
m_sprGameOver.Load( THEME->GetPathTo(GRAPHIC_GAME_OVER) );
m_sprGameOver.SetXY( CENTER_X, CENTER_Y );
this->AddActor( &m_sprGameOver );
this->AddSubActor( &m_sprGameOver );
// tween game over
m_sprGameOver.SetAddColor( D3DXCOLOR(1,1,1,0) );
@@ -45,7 +49,7 @@ ScreenGameOver::ScreenGameOver()
m_sprGameOver.SetTweenAddColor( D3DXCOLOR(1,1,1,0) );
// BUGFIX by ANDY: Stage will now reset back to 0 when game ends.
PREFSMAN->m_iCurrentStageIndex = 0;
GAMESTATE->m_iCurrentStageIndex = 0;
this->SendScreenMessage( SM_PlayAnnouncer, 0.5 );
this->SendScreenMessage( SM_StartFadingOut, 5 );
@@ -60,6 +64,7 @@ void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_GAME_OVER) );
break;
case SM_StartFadingOut:
m_bClosing = true;
m_sprGameOver.BeginTweening( 0.8f );
m_sprGameOver.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->SendScreenMessage( SM_GoToNextState, 0.8f );
@@ -72,6 +77,9 @@ void ScreenGameOver::HandleScreenMessage( const ScreenMessage SM )
void ScreenGameOver::MenuStart( PlayerNumber p )
{
if( m_bClosing )
return;
this->ClearMessageQueue();
this->SendScreenMessage( SM_StartFadingOut, 0 );
}