fix duplicate ScreenGameplay overlays, broken DancingState transitions

This commit is contained in:
Chris Danford
2005-04-02 02:45:17 +00:00
parent 825d3b30e6
commit 5f2f3ab9c8
5 changed files with 26 additions and 30 deletions
+3 -15
View File
@@ -65,7 +65,6 @@ static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBet
/* Global, so it's accessible from ShowSavePrompt: */
static float g_fOldOffset; // used on offset screen to calculate difference
AutoScreenMessage( SM_PlayReady )
AutoScreenMessage( SM_PlayGo )
// received while STATE_DANCING
@@ -572,11 +571,6 @@ void ScreenGameplay::Init()
// }
}
m_Overlay.Load( THEME->GetPathB(m_sName,"overlay") );
m_Overlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
this->AddChild( m_Overlay );
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
m_Ready.Load( THEME->GetPathB(m_sName,"ready") );
@@ -1250,10 +1244,6 @@ void ScreenGameplay::Update( float fDeltaTime )
m_pSoundMusic->Play( &p );
UpdateSongPosition(0);
//We need to artifically trigger the sm_playeready so we can end game
//We want to post so this happens only after we're done what we're doing.
SCREENMAN->PostMessageToTopScreen( SM_PlayReady, 0.0 );
}
else
{
@@ -1271,8 +1261,6 @@ void ScreenGameplay::Update( float fDeltaTime )
*/
/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
m_In.StartTransitioning( SM_PlayReady );
}
}
@@ -2081,7 +2069,7 @@ void ScreenGameplay::StageFinished( bool bBackedOut )
void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
CHECKPOINT_M( ssprintf("HandleScreenMessage(%i)", SM) );
if( SM == SM_PlayReady )
if( SM == SM_DoneFadingIn )
{
SOUND->PlayOnceFromAnnouncer( "gameplay ready" );
m_Ready.StartTransitioning( SM_PlayGo );
@@ -2411,7 +2399,6 @@ void ScreenGameplay::TweenOnScreen()
ON_COMMAND( m_DifficultyIcon[p] );
ON_COMMAND( m_DifficultyMeter[p] );
}
m_Overlay->PlayCommand("On");
if (m_ShowScoreboard)
FOREACH_NSScoreBoardColumn( sc )
@@ -2420,6 +2407,8 @@ void ScreenGameplay::TweenOnScreen()
void ScreenGameplay::TweenOffScreen()
{
ScreenWithMenuElements::TweenOffScreen();
OFF_COMMAND( m_sprLifeFrame );
OFF_COMMAND( m_sprStage );
OFF_COMMAND( m_sprCourseSongNumber );
@@ -2448,7 +2437,6 @@ void ScreenGameplay::TweenOffScreen()
OFF_COMMAND( m_DifficultyIcon[p] );
OFF_COMMAND( m_DifficultyMeter[p] );
}
m_Overlay->PlayCommand("Off");
if (m_ShowScoreboard)
FOREACH_NSScoreBoardColumn( sc )
-1
View File
@@ -139,7 +139,6 @@ protected:
Transition m_Toasty; // easter egg
Transition m_Win[NUM_PLAYERS];
Transition m_Draw;
AutoActor m_Overlay;
BitmapText m_textSurviveTime; // used in extra stage
+1
View File
@@ -12,6 +12,7 @@ enum ScreenMessage {
SM_DoneOpeningWipingLeft,
SM_DoneOpeningWipingRight,
SM_MenuTimer,
SM_DoneFadingIn,
SM_BeginFadingOut,
SM_GoToNextScreen,
SM_GoToPrevScreen,
+20 -14
View File
@@ -116,7 +116,7 @@ void ScreenWithMenuElements::Init()
m_Cancel.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Cancel );
m_In.StartTransitioning();
m_In.StartTransitioning( SM_DoneFadingIn );
}
ScreenWithMenuElements::~ScreenWithMenuElements()
@@ -164,6 +164,25 @@ void ScreenWithMenuElements::ResetTimer()
}
void ScreenWithMenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
{
TweenOffScreen();
m_Out.StartTransitioning(smSendWhenDone);
/* Ack. If the transition finishes transparent (eg. _options to options),
* then we don't want to send the message until all of the *actors* are
* done tweening. However, if it finishes with something onscreen (most
* of the rest), we have to send the message immediately after it finishes,
* or we'll draw a frame without the transition.
*
* For now, I'll make the SMMAX2 option tweening faster. */
/* This includes all of the actors: */
// float TimeUntilFinished = GetTweenTimeLeft();
// TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds());
// SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished );
}
void ScreenWithMenuElements::TweenOffScreen()
{
if( m_bTimerEnabled )
{
@@ -183,19 +202,6 @@ void ScreenWithMenuElements::StartTransitioning( ScreenMessage smSendWhenDone )
SCREENMAN->PlaySharedBackgroundOffCommand();
m_Out.StartTransitioning(smSendWhenDone);
/* Ack. If the transition finishes transparent (eg. _options to options),
* then we don't want to send the message until all of the *actors* are
* done tweening. However, if it finishes with something onscreen (most
* of the rest), we have to send the message immediately after it finishes,
* or we'll draw a frame without the transition.
*
* For now, I'll make the SMMAX2 option tweening faster. */
/* This includes all of the actors: */
// float TimeUntilFinished = GetTweenTimeLeft();
// TimeUntilFinished = max(TimeUntilFinished, m_Out.GetLengthSeconds());
// SCREENMAN->PostMessageToTopScreen( smSendWhenDone, TimeUntilFinished );
}
void ScreenWithMenuElements::Cancel( ScreenMessage smSendWhenDone )
+2
View File
@@ -28,6 +28,8 @@ public:
void StopTimer();
void ResetTimer();
void TweenOffScreen();
protected:
virtual void StartPlayingMusic();