diff --git a/stepmania/src/ScreenSandbox.cpp b/stepmania/src/ScreenSandbox.cpp index 83195c7c84..067e734f34 100644 --- a/stepmania/src/ScreenSandbox.cpp +++ b/stepmania/src/ScreenSandbox.cpp @@ -19,6 +19,7 @@ #include "GameConstantsAndTypes.h" #include "ThemeManager.h" #include "RageDisplay.h" +#include "RageLog.h" ScreenSandbox::ScreenSandbox() : Screen("ScreenSandbox") @@ -39,12 +40,13 @@ ScreenSandbox::ScreenSandbox() : Screen("ScreenSandbox") // m_sprite.SetXY( CENTER_X, CENTER_Y ); // this->AddChild( &m_sprite ); - m_model.LoadMilkshapeAscii( "C:\\stepmania\\stepmania\\Themes\\groove\\BGAnimations\\ScreenCaution background\\2 platforms and backbar.txt" ); + //m_model.LoadMilkshapeAscii( "C:\\stepmania\\stepmania\\Themes\\groove\\BGAnimations\\ScreenCaution background\\2 platforms and backbar.txt" ); + + m_model.LoadMilkshapeAscii( "Characters\\DancePads-DDR.bones.txt" ); m_model.SetXY(CENTER_X, CENTER_Y); - m_model.SetZoom(15); + m_model.SetRotationX( 15 ); + m_model.SetZoom(5); this->AddChild(&m_model); - m_model.AddRotationH( 90 ); -// m_model.SetEffectSpin( RageVector3(0,90,90) ); // this->AddChild( &m_In ); @@ -57,6 +59,15 @@ void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM ) void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { + if( DeviceI.button == SDLK_LEFT ) + m_model.SetRotationY( m_model.GetRotationY()+5 ); + if( DeviceI.button == SDLK_DOWN ) + m_model.SetRotationX( m_model.GetRotationX()+5 ); + if( DeviceI.button == SDLK_UP ) + m_model.SetRotationX( m_model.GetRotationX()-5 ); + if( DeviceI.button == SDLK_RIGHT ) + m_model.SetRotationY( m_model.GetRotationY()-5 ); + Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } diff --git a/stepmania/src/ScreenSandbox.h b/stepmania/src/ScreenSandbox.h index ad2475ab29..d8f62e029c 100644 --- a/stepmania/src/ScreenSandbox.h +++ b/stepmania/src/ScreenSandbox.h @@ -30,6 +30,7 @@ public: void MenuRight( PlayerNumber pn ); Model m_model; + // Quad m_quad1; // Quad m_quad2; // Transition m_In;