fix transitions in ScreenGameplay

This commit is contained in:
Chris Danford
2003-03-12 03:44:55 +00:00
parent 4a239b0c35
commit 767894800b
6 changed files with 10 additions and 9 deletions
+2 -2
View File
@@ -46,7 +46,7 @@
CourseEntryDisplay::CourseEntryDisplay()
{
m_sprFrame.Load( THEME->GetPathTo("Graphics","select course content bar") );
m_sprFrame.Load( THEME->GetPathTo("Graphics","CourseEntryDisplay bar") );
this->AddChild( &m_sprFrame );
m_textNumber.LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
@@ -57,7 +57,7 @@ CourseEntryDisplay::CourseEntryDisplay()
m_TextBanner.SetXY( TEXT_BANNER_X, TEXT_BANNER_Y );
this->AddChild( &m_TextBanner );
m_textFoot.LoadFromTextureAndChars( THEME->GetPathTo("Graphics","select music meter 2x1"),"10" );
m_textFoot.LoadFromTextureAndChars( THEME->GetPathTo("Graphics","CourseEntryDisplay difficulty 2x1"),"10" );
m_textFoot.SetXY( FOOT_X, FOOT_Y );
m_textFoot.EnableShadow( false );
this->AddChild( &m_textFoot );
-3
View File
@@ -470,8 +470,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
if( !bDemonstration ) // only load if we're going to use it
{
m_soundFail.Load( THEME->GetPathTo("Sounds","ScreenGameplay failed") );
m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","ScreenGameplay extra") );
m_soundOniDie.Load( THEME->GetPathTo("Sounds","ScreenGameplay oni die") );
m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
@@ -1480,7 +1478,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// this->SendScreenMessage( SM_GoToScreenAfterFail, 0.2f );
// SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.0f );
m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
m_soundFail.PlayRandom();
// make the background invisible so we don't waste power drawing it
m_Background.BeginTweening( 1 );
-2
View File
@@ -142,9 +142,7 @@ protected:
Sprite m_sprOniGameOver[NUM_PLAYERS];
void ShowOniGameOver( PlayerNumber pn );
RandomSample m_soundFail;
RandomSample m_soundOniDie;
RandomSample m_soundTryExtraStage;
RandomSample m_announcerReady;
RandomSample m_announcerHereWeGo;
RandomSample m_announcerDanger;
+3
View File
@@ -451,6 +451,9 @@ void ScreenOptions::StartGoToNextState()
void ScreenOptions::MenuStart( PlayerNumber pn )
{
if( m_Menu.IsTransitioning() )
return;
if( PREFSMAN->m_bArcadeOptionsNavigation )
{
bool bAllOnExit = true;
+2 -2
View File
@@ -219,10 +219,10 @@ void ScreenPlayerOptions::DrawPrimitives()
void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( type == IET_FIRST_PRESS &&
!m_Menu.m_In.IsTransitioning() &&
if( !m_Menu.m_In.IsTransitioning() &&
MenuI.IsValid() &&
MenuI.button == MENU_BUTTON_START &&
type != IET_RELEASE &&
PREFSMAN->m_bShowSongOptions )
{
if( m_bAcceptedChoices && !m_bGoToOptions )
+3
View File
@@ -254,6 +254,9 @@ void ScreenSelectGroup::MenuDown( PlayerNumber pn )
void ScreenSelectGroup::MenuStart( PlayerNumber pn )
{
if( m_bChosen )
return;
m_soundSelect.PlayRandom();
m_Menu.m_MenuTimer.Stop();
m_bChosen = true;