use arrowbackdrop

Put everything that's aligned with arrows in a frame
This commit is contained in:
Glenn Maynard
2003-04-14 22:32:08 +00:00
parent 0da60be948
commit 51a15b2ab2
2 changed files with 17 additions and 13 deletions
+14 -13
View File
@@ -30,6 +30,7 @@
#include "ScoreDisplay.h"
#include "LifeMeter.h"
#include "PlayerAI.h"
#include "NoteFieldPositioning.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))
@@ -61,9 +62,11 @@ Player::Player()
m_iOffsetSample = 0;
this->AddChild( &m_GrayArrowRow );
this->AddChild( &m_NoteField );
this->AddChild( &m_GhostArrowRow );
m_ArrowFrame.AddChild(&m_ArrowBackdrop);
m_ArrowFrame.AddChild(&m_NoteField);
m_ArrowFrame.AddChild(&m_GrayArrowRow);
m_ArrowFrame.AddChild(&m_GhostArrowRow);
this->AddChild( &m_ArrowFrame );
this->AddChild( &m_Judgment );
this->AddChild( &m_Combo );
for( int c=0; c<MAX_NOTE_TRACKS; c++ )
@@ -133,15 +136,19 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
m_ArrowBackdrop.Unload();
CString BackdropName = GAMESTATE->m_Position->GetBackdropBGA(pn);
if( !BackdropName.empty() )
m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) );
m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels );
m_ArrowBackdrop.SetPlayer( pn );
m_GrayArrowRow.Load( pn );
m_GhostArrowRow.Load( pn );
bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
const 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 );
@@ -152,9 +159,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset );
}
m_NoteField.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_GrayArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_GhostArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
m_ArrowFrame.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI] == 1 )
{
@@ -258,8 +263,6 @@ void Player::Update( float fDeltaTime )
SetHoldNoteScore(i, hns);
}
ActorFrame::Update( fDeltaTime );
}
@@ -285,9 +288,7 @@ void Player::DrawPrimitives()
DISPLAY->LookAt(Eye, At, Up);
}
m_GrayArrowRow.Draw();
m_NoteField.Draw();
m_GhostArrowRow.Draw();
m_ArrowFrame.Draw();
if( fTilt != 0 )
DISPLAY->ExitPerspective();
+3
View File
@@ -29,6 +29,7 @@
#include "GrayArrowRow.h"
#include "GhostArrowRow.h"
#include "NoteDataWithScoring.h"
#include "ArrowBackdrop.h"
class ScoreDisplay;
class LifeMeter;
class ScoreKeeper;
@@ -69,9 +70,11 @@ protected:
float m_fOffset[SAMPLE_COUNT];//for AutoAdjust
int m_iOffsetSample; //
ArrowBackdrop m_ArrowBackdrop;
GrayArrowRow m_GrayArrowRow;
NoteField m_NoteField;
GhostArrowRow m_GhostArrowRow;
ActorFrame m_ArrowFrame;
HoldJudgment m_HoldJudgment[MAX_NOTE_TRACKS];