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
+9 -9
View File
@@ -110,14 +110,14 @@ ScreenStage::ScreenStage()
int i;
for( i=0; i<4; i++ )
{
m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage parts 5x3") );
m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","ScreenStage parts 5x3") );
if( g_StageType != STAGE_TYPE_EZ2 ) // DONT DIFFUSE COLORS FOR EZ2. Coz we actually set the color in the .png
m_sprNumbers[i].SetDiffuse( GAMESTATE->GetStageColor() );
m_sprNumbers[i].StopAnimating();
}
m_sprStage.Load( THEME->GetPathTo("Graphics","stage stage") ); // we may load a different graphic into here later
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenStage stage") ); // we may load a different graphic into here later
m_sprStage.SetDiffuse( GAMESTATE->GetStageColor() );
@@ -179,22 +179,22 @@ ScreenStage::ScreenStage()
}
break;
case MODE_FINAL:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage final") );
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenStage final") );
break;
case MODE_EXTRA1:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage extra1") );
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenStage extra1") );
break;
case MODE_EXTRA2:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage extra2") );
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenStage extra2") );
break;
case MODE_NONSTOP:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage nonstop") );
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenStage nonstop") );
break;
case MODE_ONI:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage oni") );
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenStage oni") );
break;
case MODE_ENDLESS:
m_sprStage.Load( THEME->GetPathTo("Graphics","stage endless") );
m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenStage endless") );
break;
default:
ASSERT(0);
@@ -221,7 +221,7 @@ ScreenStage::ScreenStage()
m_quadMask.SetZ( 1 );
m_frameStage.SetXY( CENTER_X, fStageOffScreenY );
m_frameStage.BeginTweening(0.8f, Actor::TWEEN_ACCELERATE );
m_frameStage.BeginTweening(0.8f, Actor::TWEEN_DECELERATE );
m_frameStage.SetTweenY( CENTER_Y );
this->AddChild( &m_quadMask ); // add quad mask before stage so that it will block out the stage sprites