Cleanup of theme element names

Renamed ScreenSelectMax* back to their old names
Replaced all hard-coded transitions with TransitionBGAnimations
This commit is contained in:
Chris Danford
2003-03-09 00:55:49 +00:00
parent 86b0b1e7d7
commit 31aa613295
207 changed files with 1529 additions and 2246 deletions
+3 -3
View File
@@ -53,7 +53,7 @@ Combo::Combo()
Reset();
m_sprCombo.Load( THEME->GetPathTo("Graphics", "gameplay combo label") );
m_sprCombo.Load( THEME->GetPathTo("Graphics", "Combo label") );
m_sprCombo.EnableShadow( true );
m_sprCombo.StopAnimating();
m_sprCombo.SetXY( LABEL_X, LABEL_Y );
@@ -61,7 +61,7 @@ Combo::Combo()
m_sprCombo.SetVertAlign( (Actor::VertAlign)(int)LABEL_VERT_ALIGN );
this->AddChild( &m_sprCombo );
m_textComboNumber.LoadFromNumbers( THEME->GetPathTo("Numbers","gameplay combo numbers") );
m_textComboNumber.LoadFromNumbers( THEME->GetPathTo("Numbers","Combo numbers") );
m_textComboNumber.EnableShadow( true );
m_textComboNumber.SetXY( NUMBER_X, NUMBER_Y );
m_textComboNumber.SetHorizAlign( (Actor::HorizAlign)(int)NUMBER_HORIZ_ALIGN );
@@ -95,7 +95,7 @@ void Combo::SetScore( TapNoteScore score, int iNumNotesInThisRow, Inventory* pIn
case TNS_PERFECT:
m_iCurComboOfPerfects += iNumNotesInThisRow;
if( rand() < 0.1f && m_iCurComboOfPerfects>=150 && (m_iCurComboOfPerfects%150)==0 && !GAMESTATE->m_bDemonstration )
if( rand() < 0.1f && m_iCurComboOfPerfects>=150 && (m_iCurComboOfPerfects%150)==0 && !GAMESTATE->m_bDemonstrationOrJukebox )
SCREENMAN->SendMessageToTopScreen( SM_BeginToasty, 0 );
break;
default: