use TimerSeconds to move between attract screens

This commit is contained in:
Chris Danford
2005-02-28 04:44:51 +00:00
parent f0d15f7bc3
commit 3a57d2559e
4 changed files with 6 additions and 21 deletions
+2 -16
View File
@@ -103,7 +103,7 @@ void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventTy
SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
break;
}
}
}
// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
@@ -112,21 +112,6 @@ void ScreenAttract::Update( float fDelta )
{
if( IsFirstUpdate() )
{
// The shared background isn't loaded until the screen is actually
// showing. The background is loaded by the time of the first update.
if( AutoBeginFadingOut() )
{
const Actor &background = *SCREENMAN->m_pSharedBGA;
float fTimeUntilBeginFadingOut = background.GetTweenTimeLeft() - m_Out.GetTweenTimeLeft();
if( fTimeUntilBeginFadingOut < 0 )
{
LOG->Warn( "Screen '%s' Out BGAnimation (%f seconds) is longer than Background BGAnimation (%f seconds); background BGA will be truncated",
m_sName.c_str(), m_Out.GetTweenTimeLeft(), background.GetTweenTimeLeft() );
fTimeUntilBeginFadingOut = 0;
}
this->PostScreenMessage( SM_BeginFadingOut, fTimeUntilBeginFadingOut );
}
if( GAMESTATE->IsTimeToPlayAttractSounds() )
SOUND->PlayMusic( THEME->GetPathS(m_sName,"music") );
else
@@ -139,6 +124,7 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
case SM_BeginFadingOut:
if( !m_Out.IsTransitioning() )
m_Out.StartTransitioning( SM_GoToNextScreen );