go back to using FocusingSprites

This commit is contained in:
Glenn Maynard
2003-01-26 00:52:39 +00:00
parent ea7867ac37
commit 71a23141da
2 changed files with 9 additions and 10 deletions
+6 -8
View File
@@ -1162,17 +1162,15 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
case SM_User+1:
break;
case SM_User+2:
m_sprReady.BeginTweening(0.25f);
m_sprReady.SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprReady.StartFocusing();
m_announcerReady.PlayRandom();
break;
case SM_User+3:
break;
case SM_User+4:
m_sprReady.StartBlurring();
break;
case SM_User+5:
m_sprReady.SetDiffuse( RageColor(1,1,1,0) );
m_announcerHereWeGo.PlayRandom();
m_Background.FadeIn();
GAMESTATE->m_bPastHereWeGo = true;
break;
@@ -1187,17 +1185,17 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
case SM_StartHereWeGo:
/* We have 2.5 seconds until the notes start. */
m_sprHereWeGo.SetDiffuse( RageColor(1,1,1,1) );
m_sprHereWeGo.StartFocusing();
m_announcerHereWeGo.PlayRandom();
/* This gives the HWG about a second of screen time. */
this->SendScreenMessage( SM_StopHereWeGo, 1.5f );
break;
case SM_StopHereWeGo:
/* We have one second until the notes start. */
m_sprHereWeGo.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprHereWeGo.StartBlurring();
m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
break;