CONFLICT RESOLUTION (view entire LOG message to see):

GAMEMANAGER. we did different fixes. I merged the best of both ;)
EZ2DANCER columns now aligned correctly
EZ2DANCER stage screen stylization now underway
NOTE: This Release WILL NOT COMPILE. Some Members of RAGELOG and RAGESOUND have disappeared, and I don't know where to.
This commit is contained in:
Andrew Livy
2002-08-01 21:11:32 +00:00
parent 2d4eb7baff
commit 4343e5aebf
9 changed files with 329 additions and 35 deletions
+27 -8
View File
@@ -204,7 +204,7 @@ ScreenGameplay::ScreenGameplay()
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textCourseSongNumber[p].Load( THEME->GetPathTo(FONT_HEADER2) );
m_textCourseSongNumber[p].TurnShadowOff();
@@ -231,7 +231,7 @@ ScreenGameplay::ScreenGameplay()
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
m_frameTop.AddSubActor( &m_textCourseSongNumber[p] );
break;
@@ -294,9 +294,9 @@ ScreenGameplay::ScreenGameplay()
m_pScoreDisplay[p]->SetZoom( 0.8f );
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
m_frameBottom.AddSubActor( m_pScoreDisplay[p] );
}
// }
m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
// m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
m_textPlayerOptions[p].TurnShadowOff();
m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_LOCAL_X[p], PLAYER_OPTIONS_LOCAL_Y[p] );
@@ -304,6 +304,7 @@ ScreenGameplay::ScreenGameplay()
m_textPlayerOptions[p].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
m_frameBottom.AddSubActor( &m_textPlayerOptions[p] );
}
}
@@ -316,20 +317,38 @@ ScreenGameplay::ScreenGameplay()
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
// CONFLICT RESOLUTION:
// BY ANDY
// <<<<<<< ScreenGameplay.cpp
// =======
// YOURS:
/*
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
*/
//>>>>>>> 1.32 MINE
/*
if( GAMESTATE->m_CurGame != GAME_EZ2 )
{
{
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
}
*/
// HOW I THINK IT SHOULD BE FIXED:
if( GAMESTATE->m_CurGame != GAME_EZ2 )
{
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
}
}
@@ -482,7 +501,7 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
iPlaySongIndex = GAMESTATE->m_iSongsIntoCourse;
GAMESTATE->m_pCurSong = apSongs[iPlaySongIndex];
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
{
GAMESTATE->m_pCurNotes[p] = apNotes[iPlaySongIndex];
if( asModifiers[iPlaySongIndex] != "" ) // some modifiers specified
@@ -967,7 +986,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
GAMESTATE->m_apSongsPlayed.Add( GAMESTATE->m_pCurSong );
GAMESTATE->m_iSongsIntoCourse++;
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( !m_pLifeMeter[p]->FailedEarlier() )
GAMESTATE->m_iSongsBeforeFail[p]++;