Add win/lose BGAnimations

Clean up Attack data structures
This commit is contained in:
Chris Danford
2003-04-14 22:12:54 +00:00
parent da117055a5
commit 44598724ce
12 changed files with 119 additions and 94 deletions
+5
View File
@@ -32,7 +32,9 @@
#include "PlayerAI.h"
#define GRAY_ARROWS_Y THEME->GetMetricF("Player","GrayArrowsY")
#define JUDGMENT_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "JudgmentXOffsetBothSides" : ssprintf("JudgmentXOffsetOneSideP%d",p+1))
#define JUDGMENT_Y THEME->GetMetricF("Player","JudgmentY")
#define COMBO_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "ComboXOffsetBothSides" : ssprintf("ComboXOffsetOneSideP%d",p+1))
#define COMBO_Y THEME->GetMetricF("Player","ComboY")
#define HOLD_JUDGMENT_Y THEME->GetMetricF("Player","HoldJudgmentY")
CachedThemeMetricI BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
@@ -137,7 +139,10 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
m_GhostArrowRow.Load( pn );
bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
m_Combo.SetY( bReverse ? SCREEN_BOTTOM-COMBO_Y : SCREEN_TOP+COMBO_Y );
m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
int c;