Ez2dancer Update.

This commit is contained in:
Andrew Livy
2002-07-10 19:13:47 +00:00
parent 1b46fd1853
commit 8c25a5bf86
2 changed files with 20 additions and 16 deletions
+9 -9
View File
@@ -47,7 +47,7 @@ int NUM_EZ2_BUTTONS = 8;
const int DANCE_COL_SPACING = 64; const int DANCE_COL_SPACING = 64;
const int DANCE_6PANEL_VERSUS_COL_SPACING = 54; const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
const int PUMP_COL_SPACING = 60; const int PUMP_COL_SPACING = 60;
const int EZ2_COL_SPACING = 30; // CHANGE THIS LATER (Actually don't know colspaces yet) const int EZ2_COL_SPACING = 20; // CHANGE THIS LATER (Actually don't know colspaces yet)
GameDef g_GameDefs[NUM_GAMES] = GameDef g_GameDefs[NUM_GAMES] =
{ {
@@ -470,20 +470,20 @@ StyleDef g_StyleDefs[NUM_STYLES] =
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; { // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1 { // PLAYER_1
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE { TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!! { TRACK_2, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 }, { TRACK_3, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 }, { TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 }, { TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 }, { TRACK_6, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 }, { TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
}, },
{ // PLAYER_2 { // PLAYER_2
{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE { TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!! { TRACK_2, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 }, { TRACK_3, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 },
{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 }, { TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 }, { TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 }, { TRACK_6, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*2 },
{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 }, { TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
}, },
}, },
+11 -7
View File
@@ -640,22 +640,26 @@ void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
if (m_iSelectedStyle == 0) // easy if (m_iSelectedStyle == 0) // easy
{ {
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE; GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_EASY;
} }
else if (m_iSelectedStyle == 1) // hard else if (m_iSelectedStyle == 1) // hard
{ {
m_soundInvalid.PlayRandom(); // m_soundInvalid.PlayRandom();
return; // return;
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_MEDIUM;
} }
else if (m_iSelectedStyle == 2) // real else if (m_iSelectedStyle == 2) // real
{ {
// GAMEMAN->m_CurStyle = STYLE_EZ2_REAL; GAMEMAN->m_CurStyle = STYLE_EZ2_REAL;
m_soundInvalid.PlayRandom(); //m_soundInvalid.PlayRandom();
return; //return;
} }
else // club else // club
{ {
m_soundInvalid.PlayRandom(); GAMEMAN->m_CurStyle = STYLE_EZ2_DOUBLE;
return; //m_soundInvalid.PlayRandom();
//return;
} }
} }
m_soundSelect.PlayRandom(); m_soundSelect.PlayRandom();