add DifficultyMeter to ScreenGameplay, ScreenEval

add PlayerName to ScreenEval
This commit is contained in:
Chris Danford
2004-05-31 06:04:30 +00:00
parent ce61094cad
commit 3a5a46ab9f
6 changed files with 65 additions and 27 deletions
+13 -9
View File
@@ -613,15 +613,16 @@ void ScreenGameplay::Init()
FOREACH_PlayerNumber(p)
FOREACH_EnabledPlayer(p)
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
m_DifficultyIcon[p].Load( THEME->GetPathToG(ssprintf("ScreenGameplay difficulty icons 2x%d",NUM_DIFFICULTIES)) );
/* Position it in LoadNextSong. */
this->AddChild( &m_DifficultyIcon[p] );
m_DifficultyMeter[p].SetName( ssprintf("ScreenGameplay DifficultyMeterP%d",p+1) );
m_DifficultyMeter[p].Load();
/* Position it in LoadNextSong. */
this->AddChild( &m_DifficultyMeter[p] );
}
@@ -912,7 +913,8 @@ void ScreenGameplay::LoadNextSong()
PREFSMAN->m_iProgressiveNonstopLifebar);
}
m_DifficultyIcon[p].SetFromSteps( PlayerNumber(p), GAMESTATE->m_pCurSteps[p] );
m_DifficultyIcon[p].SetFromSteps( p, GAMESTATE->m_pCurSteps[p] );
m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
/* The actual note data for scoring is the base class of Player. This includes
* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
@@ -964,11 +966,11 @@ void ScreenGameplay::LoadNextSong()
{
FOREACH_EnabledPlayer( p )
{
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
m_DifficultyIcon[p].SetName( ssprintf("DifficultyP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
SET_XY( m_DifficultyIcon[p] );
m_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
SET_XY( m_DifficultyMeter[p] );
}
}
@@ -2317,6 +2319,7 @@ void ScreenGameplay::TweenOnScreen()
ON_COMMAND( m_textPlayerOptions[p] );
ON_COMMAND( m_ActiveAttackList[p] );
ON_COMMAND( m_DifficultyIcon[p] );
ON_COMMAND( m_DifficultyMeter[p] );
}
m_Overlay.PlayCommand("On");
}
@@ -2350,6 +2353,7 @@ void ScreenGameplay::TweenOffScreen()
OFF_COMMAND( m_textPlayerOptions[p] );
OFF_COMMAND( m_ActiveAttackList[p] );
OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_DifficultyMeter[p] );
}
m_Overlay.PlayCommand("Off");