ScreenSelectMaxType2 had a small veriable error that would not let it compile.. renamed p to pl is all..nuthin big

This commit is contained in:
Kevin Slaughter
2003-03-08 08:03:22 +00:00
parent 1d72329ba7
commit 69d97d461b
8 changed files with 140 additions and 27 deletions
+29 -11
View File
@@ -106,6 +106,12 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
{
LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
m_textLyrics.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textLyrics.SetXY( 100,100 );
m_textLyrics.SetDiffuse( RageColor(1,1,1,1) );
if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
return; // ScreenDemonstration will move us to the next scren. We just need to survive for one update without crashing.
@@ -183,18 +189,23 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
// If this is beginner mode, show the helper
/* !! Working on this.. having probs loading the BG sequences -- Miryokuteki
m_sprBH.Load( THEME->GetPathTo("BGAnimations","beginner helper up") );
this->AddChild( &m_sprBH );
m_sprBH.SetXY( 100,100 );
m_sprBH.StartAnimating();
this->AddChild( &m_bgaBeginnerHelper );
m_bgaBH.SetXY( 100,100 );
m_Background.AddChild(&m_bgaBH);
*/
// If this is beginner mode, show the helper
/* !! Working on this.. having probs loading the BG sequences -- Miryokuteki */
//this->AddChild( &m_bhDancer );
//m_bhDancer.Load( THEME->GetPathTo("Graphics", "select difficulty ex picture easy") );
//m_bhDancer.SetXY( -100,-100 ); //<-- causing entire screen to offset!
//m_bhDancer.SetDiffuse( RageColor(1,1,1,1) );
//m_bhDancer.SetEffectGlowShift( 0.5f );
//m_bhDancer.BeginDraw();
/* */
@@ -391,6 +402,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
this->AddChild( &m_textDebug );
this->AddChild( &m_textLyrics );
for( int s=0; s<NUM_STATUS_ICONS; s++ )
@@ -777,6 +789,12 @@ void ScreenGameplay::Update( float fDeltaTime )
{
case STATE_DANCING:
//
// Check if we should show lyrics now
//
m_fLyricsTime += fDeltaTime;
m_textLyrics.SetText( SecondsToTime( m_fLyricsTime ) );
//
// Update players' alive time
//