Long Marathon and Marathon Ver logic and graphics (floating bubble still to come)

This commit is contained in:
Chris Danford
2003-02-10 05:30:12 +00:00
parent 2a65bada15
commit 7a810c1378
34 changed files with 731 additions and 498 deletions
+9 -4
View File
@@ -810,9 +810,7 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
else if( m_ResultMode == RM_ARCADE_STAGE )
{
if( GAMESTATE->m_iCurrentStageIndex < PREFSMAN->m_iNumArcadeStages-1 )
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
else
if( GAMESTATE->IsFinalStage() )
{
/* Tween the screen out, but leave the MenuElements where they are.
* Play the "swoosh" sound manually (would normally be played by the ME
@@ -821,6 +819,10 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
TweenOffScreen();
SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
}
else
{
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
}
}
else
m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
@@ -829,7 +831,10 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
// Increment the stage counter.
int iNumStagesOfLastSong;
iNumStagesOfLastSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
GAMESTATE->m_iCurrentStageIndex += iNumStagesOfLastSong;
// add current stage stats to accumulated total only if this song was passed
{