Fixed several bugs, and added `mis-step' steps at the end.. Now if only someone can get that dang lifemeterbar to work correctly, we'd be golden.
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@@ -42,9 +42,9 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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ASSERT(iNumOfTracks > 0); // crazy to have less than 1 track....
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m_LifeMeter.Load( PLAYER_1 );
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m_LifeMeter.SetXY( 480, 40 );
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this->AddChild( &m_LifeMeter );
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m_LifeMeterBar.Load( PLAYER_1 );
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m_LifeMeterBar.SetXY( 480, 40 );
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this->AddChild( &m_LifeMeterBar );
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@@ -52,7 +52,7 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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// Display character+pad
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// Display random character+pad
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if( GAMESTATE->m_pCharacters.size() )
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{
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int iRnd;
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@@ -65,7 +65,7 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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m_mCharacter.SetRotationX( 40 );
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m_mDancePad.SetRotationX( 35 );
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m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,120;Y,400");
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m_mCharacter.Command("X,120;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,120;Y,400");
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m_mDancePad.Command("X,40;Y,310;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,230;Y,390");
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this->AddChild(&m_mCharacter);
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this->AddChild(&m_mDancePad);
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@@ -105,6 +105,13 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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pND->SetTapNote( 0, ROWS_PER_BEAT*20, TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*22, TAP_TAP );
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pND->SetTapNote( 3, ROWS_PER_BEAT*22, TAP_TAP );
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//Misses
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pND->SetTapNote( 0, (int)(ROWS_PER_BEAT*24.0f), TAP_TAP );
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pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*24.1f), TAP_TAP );
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pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*24.2f), TAP_TAP );
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pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*24.3f), TAP_TAP );
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pND->SetTapNote( 2, (int)(ROWS_PER_BEAT*24.4f), TAP_TAP );
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pND->SetTapNote( 0, (int)(ROWS_PER_BEAT*24.5f), TAP_TAP );
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m_pSong = new Song;
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float fSongBPM = SONG_BPM; // need this on a separate line, otherwise VC6 release build screws up and returns 0
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@@ -124,15 +131,17 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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GAMESTATE->m_pCurSong = m_pSong;
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
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m_Player.Load( PLAYER_1, pND, &m_LifeMeter, NULL, NULL, NULL, NULL, NULL );
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m_Player.Load( PLAYER_1, pND, &m_LifeMeterBar, NULL, NULL, NULL, NULL, NULL );
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/* We need a nice way to fill up the LifeMeter half-way. -- Miryo */
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m_Player.SetX( 480 );
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m_Player.DontShowJudgement();
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this->AddChild( &m_Player );
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delete pND;
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// Try filling LifeMeterBar..
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// DAMN IT! Nothing makes this work right.
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// ------------------------
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m_fFakeSecondsIntoSong = 0;
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this->ClearMessageQueue();
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this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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