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
+6 -5
View File
@@ -49,18 +49,19 @@ void ScoreDisplayBattle::Update( float fDelta )
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
CString sNewItem = GAMESTATE->m_sInventory[m_PlayerNumber][s];
GameState::Attack attack = GAMESTATE->m_Inventory[m_PlayerNumber][s];
CString sNewModifier = attack.sModifier;
if( sNewItem != m_iLastSeenInventory[s] )
if( sNewModifier != m_iLastSeenInventory[s] )
{
m_iLastSeenInventory[s] = sNewItem;
m_iLastSeenInventory[s] = sNewModifier;
if( sNewItem == "" )
if( sNewModifier == "" )
m_ItemIcon[s].Command( "linear,0.25;zoom,0" );
else
{
// TODO: Cache all of the icon graphics so we don't load them dynamically from disk.
m_ItemIcon[s].Load( THEME->GetPathToG("ScoreDisplayBattle icon "+sNewItem) );
m_ItemIcon[s].Load( THEME->GetPathToG("ScoreDisplayBattle icon "+sNewModifier) );
m_ItemIcon[s].StopTweening();
m_ItemIcon[s].Command( "diffuse,1,1,1,1;zoom,1;"
"sleep,0.1;linear,0;diffusealpha,0;"