Ez2dancer Evaluation Screen Update

This commit is contained in:
Andrew Livy
2002-07-17 19:24:27 +00:00
parent fe2bacf1c2
commit 5eef002fe4
2 changed files with 37 additions and 34 deletions
-22
View File
@@ -97,28 +97,6 @@ GameDef g_GameDefs[NUM_GAMES] =
PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},
/* { // GAME_EZ2
"ez2", // m_szName
"Ez2dancer", // m_szDescription
2, // m_iNumInstruments
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument // If it works, i'll go with it, but i'm a bit unsure here...
{ // m_szButtonNames
"UpLeftHand",
"UpRightHand",
"LrLeftHand",
"LrRightHand",
"Down",
"Back"
},
{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
EZ2_BUTTON_UPLEFTHAND, // MENU_BUTTON_LEFT
EZ2_BUTTON_UPRIGHTHAND, // MENU_BUTTON_RIGHT
EZ2_BUTTON_LRLEFTHAND, // MENU_BUTTON_UP
EZ2_BUTTON_LRRIGHTHAND, // MENU_BUTTON_DOWN
EZ2_BUTTON_DOWN, // MENU_BUTTON_START
EZ2_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},*/
{ // GAME_EZ2 ********* TEMPORARY DDR BORROWAGE FOR MENUS (The Input System needs WORK!) ********
"ez2", // m_szName
"Ez2dancer", // m_szDescription
+37 -12
View File
@@ -369,14 +369,16 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) || GAMEMAN->m_CurGame == GAME_EZ2 )
if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprGradeFrame[p].Load( THEME->GetPathTo(GRAPHIC_EVALUATION_GRADE_FRAME) );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetXY( GRADE_X[p], GRADE_Y );
this->AddActor( &m_sprGradeFrame[p] );
if ( GAMEMAN->m_CurGame != GAME_EZ2)
{
m_sprGradeFrame[p].Load( THEME->GetPathTo(GRAPHIC_EVALUATION_GRADE_FRAME) );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetXY( GRADE_X[p], GRADE_Y );
this->AddActor( &m_sprGradeFrame[p] );
}
switch( m_ResultMode )
{
@@ -392,15 +394,38 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
break;
case RM_ARCADE_STAGE:
case RM_ARCADE_SUMMARY:
m_Grades[p].SetXY( GRADE_X[p], GRADE_Y );
m_Grades[p].SetZ( -2 );
m_Grades[p].SetZoom( 1.0f );
m_Grades[p].SetEffectGlowing( 1.0f );
m_Grades[p].SpinAndSettleOn( grade[p] );
if (GAMEMAN->m_CurGame != GAME_EZ2 )
{
m_Grades[p].SetXY( GRADE_X[p], GRADE_Y );
m_Grades[p].SetZ( -2 );
m_Grades[p].SetZoom( 1.0f );
m_Grades[p].SetEffectGlowing( 1.0f );
m_Grades[p].SpinAndSettleOn( grade[p] );
}
else // Ez2dancer Style Grade Display.
{
m_Grades[p].SetXY( GRADE_X[p], GRADE_Y + 150);
m_Grades[p].SetZ( -2 );
if (p == PLAYER_1 )
{
m_Grades[p].SetXY( GRADE_X[p]-10, GRADE_Y + 150);
}
m_Grades[p].SetGrade( grade[p] );
m_Grades[p].SetRotation( D3DX_PI );
m_Grades[p].SetZoom( 8 );
m_Grades[p].BeginTweening( 0.6f );
m_Grades[p].SetTweenRotationZ( 0 );
m_Grades[p].SetTweenZoom( 2 );
}
this->AddActor( &m_Grades[p] );
break;
}
if ( GAMEMAN->m_CurGame == GAME_EZ2)
continue;
m_BonusInfoFrame[p].SetXY( BONUS_FRAME_X[p], BONUS_FRAME_Y );
this->AddActor( &m_BonusInfoFrame[p] );