use ActorFrame::AddChild

This commit is contained in:
Glenn Maynard
2005-07-11 23:17:46 +00:00
parent 88d1f36c3d
commit 4b475b2145
+3 -4
View File
@@ -2,10 +2,8 @@
#include "ReceptorArrowRow.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "ArrowEffects.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "NoteFieldPositioning.h"
#include "PlayerState.h"
#include "Style.h"
@@ -32,15 +30,16 @@ void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOff
{
m_ReceptorArrow[c].SetName( "ReceptorArrow" );
m_ReceptorArrow[c].Load( m_pPlayerState, c );
this->AddChild( &m_ReceptorArrow[c] );
}
}
void ReceptorArrowRow::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
for( int c=0; c<m_iNumCols; c++ )
{
m_ReceptorArrow[c].Update( fDeltaTime );
// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
float fBaseAlpha = (1 - m_pPlayerState->m_CurrentPlayerOptions.m_fDark) * (1 - m_fFadeToFailPercent);
CLAMP( fBaseAlpha, 0.0f, 1.0f );