revert using AutoActors for CourseNumber. This was messing up the animations

This commit is contained in:
Chris Danford
2005-05-07 09:58:23 +00:00
parent 6d6762fbe4
commit 6ba78144ff
2 changed files with 17 additions and 20 deletions
+16 -17
View File
@@ -214,9 +214,9 @@ void ScreenGameplay::Init()
// Set this in LoadNextSong()
//m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
m_bZeroDeltaOnNextUpdate = false;
// init old offset in case offset changes in song
if( GAMESTATE->IsCourseMode() )
g_fOldOffset = -1000;
@@ -224,7 +224,6 @@ void ScreenGameplay::Init()
g_fOldOffset = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
m_SongBackground.SetName( "SongBackground" );
m_SongBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
ON_COMMAND( m_SongBackground );
@@ -456,7 +455,8 @@ void ScreenGameplay::Init()
//
// Add stage / SongNumber
//
m_sprCourseSongNumber.SetName( "CourseSongNumber" );
SET_XY( m_sprCourseSongNumber );
FOREACH_EnabledPlayer(p)
{
@@ -485,13 +485,7 @@ void ScreenGameplay::Init()
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
for( int i=0; i<MAX_COURSE_SONG_NUMBER_GRAPHICS; i++ )
{
m_sprCourseSongNumber[i].Load( THEME->GetPathG( m_sName, ssprintf("course song %i",i+1)) );
m_sprCourseSongNumber[i]->SetName( "CourseSongNumber" );
SET_XY( m_sprCourseSongNumber[i] );
this->AddChild( m_sprCourseSongNumber[i] );
}
this->AddChild( &m_sprCourseSongNumber );
FOREACH_EnabledPlayer( p )
this->AddChild( &m_textCourseSongNumber[p] );
@@ -863,8 +857,12 @@ void ScreenGameplay::LoadCourseSongNumber( int iSongNumber )
{
if( !GAMESTATE->IsCourseMode() )
return;
for( int i=0; i<MAX_COURSE_SONG_NUMBER_GRAPHICS; i++ )
m_sprCourseSongNumber[i]->SetHidden( i != iSongNumber );
const CString path = THEME->GetPathG( m_sName, ssprintf("course song %i",iSongNumber+1), true );
if( path != "" )
m_sprCourseSongNumber.Load( path );
else
m_sprCourseSongNumber.UnloadTexture();
SCREENMAN->ZeroNextUpdate();
}
void ScreenGameplay::LoadNextSong()
@@ -1073,6 +1071,7 @@ void ScreenGameplay::LoadNextSong()
* so cap fDelta at 0 so m_NextSong will show up on screen.
* -Chris */
m_bZeroDeltaOnNextUpdate = true;
SCREENMAN->ZeroNextUpdate();
//
// Load cabinet lights data
@@ -2394,13 +2393,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_NextSong.Reset();
m_NextSong.StartTransitioning( SM_LoadNextSong );
LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex()+1 );
COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()], "ChangeIn" );
COMMAND( m_sprCourseSongNumber, "ChangeIn" );
}
else if( SM == SM_LoadNextSong )
{
SongFinished();
COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()], "ChangeOut" );
COMMAND( m_sprCourseSongNumber, "ChangeOut" );
LoadNextSong();
GAMESTATE->m_bPastHereWeGo = true;
@@ -2536,7 +2535,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
void ScreenGameplay::TweenOnScreen()
{
ON_COMMAND( m_sprLifeFrame );
ON_COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()] );
ON_COMMAND( m_sprCourseSongNumber );
ON_COMMAND( m_sprStageFrame );
ON_COMMAND( m_textSongOptions );
ON_COMMAND( m_sprScoreFrame );
@@ -2573,7 +2572,7 @@ void ScreenGameplay::TweenOffScreen()
ScreenWithMenuElements::TweenOffScreen();
OFF_COMMAND( m_sprLifeFrame );
OFF_COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()] );
OFF_COMMAND( m_sprCourseSongNumber );
OFF_COMMAND( m_sprStageFrame );
OFF_COMMAND( m_textSongOptions );
OFF_COMMAND( m_sprScoreFrame );