Ez2dancer Arrows Now Show Correctly In Real and Club styles, however 2p cannot input correctly for Ez2dancer.

This commit is contained in:
Andrew Livy
2002-07-14 00:05:39 +00:00
parent ffed1df316
commit 838558833b
4 changed files with 32 additions and 2 deletions
+20
View File
@@ -37,6 +37,26 @@ float ArrowGetXPos( const PlayerOptions& po, int iColNum, float fYOffset, float
float fColOffsetFromCenter = iColNum - (GAMEMAN->GetCurrentStyleDef()->m_iColsPerPlayer-1)/2.0f;
float fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE;
// BUG OR FEATURE??? THIS IS WHERE THE REAL COLUMN PLACEMENT HAPPENS!!!
// GAMEMANAGER SITS AROUND ON ITS ASS DOING NOTHING
//
// As I know very little about this system, and as this is the only place I can think of that I
// can possibly change my arrow placements, Ez2dancer column setups will be here until
// somebody makes some other system. In the meantime, if it works, i'm using it.
if ( GAMEMAN->m_CurGame == GAME_EZ2 )
{
fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE / 1.3f;
if ( GAMEMAN->m_CurStyle == STYLE_EZ2_REAL ) // real gets MEGA squashed
{
fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE / 1.5f;
}
else if ( GAMEMAN->m_CurStyle == STYLE_EZ2_DOUBLE )
{
fPixelOffsetFromCenter = (fColOffsetFromCenter + 2.9f) * ARROW_SIZE / 1.3f;
}
}
switch( po.m_EffectType )
{
case PlayerOptions::EFFECT_DRUNK:
+6 -2
View File
@@ -98,7 +98,7 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_STYLE_CHANGE) );
m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
m_soundInvalid.Load( THEME->GetPathTo(SOUND_MENU_INVALID) );
// SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) );
@@ -289,7 +289,6 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
// figure out whether we should add a player into the fray or not
if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 )
{
GAMEMAN->m_sMasterPlayerNumber = p;
if (p == PLAYER_1)
{
m_iSelectedStyle = 0;
@@ -297,7 +296,10 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
else
{
m_iSelectedStyle = 1;
//m_soundInvalid.PlayRandom();
//return;
}
// GAMEMAN->m_sMasterPlayerNumber = p;
m_soundSelect.PlayRandom();
ez2_lasttimercheck[1] = TIMER->GetTimeSinceStart(); // start the timer for going to next state
}
@@ -305,6 +307,8 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
{
m_iSelectedStyle = 2;
m_soundSelect.PlayRandom();
//m_soundInvalid.PlayRandom();
//return;
}
TweenOffScreen();
+1
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@@ -49,4 +49,5 @@ private:
RandomSample m_soundChange;
RandomSample m_soundSelect;
RandomSample m_soundInvalid;
};
+5
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@@ -619,6 +619,11 @@ void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
if ((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1))
{
if (p == PLAYER_2) // CURRENTLY PLAYER 2 IS BROKEN
{
m_soundInvalid.PlayRandom();
return;
}
m_soundSelect.PlayRandom();
TweenPlyOffScreen();
m_iSelectedPlayer = 2; // set to BOTH players now.