move stage sprite to top

This commit is contained in:
Chris Danford
2003-11-29 11:16:36 +00:00
parent a1a68b5beb
commit 4561b36046
+46 -39
View File
@@ -393,45 +393,6 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
//
// Add stage / SongNumber
//
m_sprStage.SetName( ssprintf("Stage%s",bExtra?"Extra":"") );
SET_XY( m_sprStage );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textCourseSongNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenGameplay song num") );
m_textCourseSongNumber[p].EnableShadow( false );
m_textCourseSongNumber[p].SetName( ssprintf("SongNumberP%d%s",p+1,bExtra?"Extra":"") );
SET_XY( m_textCourseSongNumber[p] );
m_textCourseSongNumber[p].SetText( "" );
m_textCourseSongNumber[p].SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
}
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_sprStage.Load( THEME->GetPathToG("ScreenGameplay stage "+GAMESTATE->GetStageText()) );
this->AddChild( &m_sprStage );
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
{
this->AddChild( &m_textCourseSongNumber[p] );
}
break;
default:
ASSERT(0); // invalid GameMode
}
m_textSongTitle.LoadFromFont( THEME->GetPathToF("ScreenGameplay song title") );
m_textSongTitle.EnableShadow( false );
@@ -497,6 +458,49 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
}
}
//
// Add stage / SongNumber
//
m_sprStage.SetName( ssprintf("Stage%s",bExtra?"Extra":"") );
SET_XY( m_sprStage );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textCourseSongNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenGameplay song num") );
m_textCourseSongNumber[p].EnableShadow( false );
m_textCourseSongNumber[p].SetName( ssprintf("SongNumberP%d%s",p+1,bExtra?"Extra":"") );
SET_XY( m_textCourseSongNumber[p] );
m_textCourseSongNumber[p].SetText( "" );
m_textCourseSongNumber[p].SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
}
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_sprStage.Load( THEME->GetPathToG("ScreenGameplay stage "+GAMESTATE->GetStageText()) );
this->AddChild( &m_sprStage );
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
{
this->AddChild( &m_textCourseSongNumber[p] );
}
break;
default:
ASSERT(0); // invalid GameMode
}
//
// Player/Song options
//
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
@@ -517,6 +521,9 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
this->AddChild( &m_textSongOptions );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )