[BeginnerHelper] Removed DancePadAngle metric in favor of DancePadOnCommand. The same goes for PlayerAngle, rotation is now handled in PlayerP1/2OnCommand.
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@@ -8,6 +8,11 @@ ________________________________________________________________________________
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StepMania 5.0 ????????? | 20110???
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--------------------------------------------------------------------------------
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2011/07/21
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* [BeginnerHelper] Removed DancePadAngle metric in favor of DancePadOnCommand.
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The same goes for PlayerAngle, rotation is now handled in PlayerP1/2OnCommand. [AJ]
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2011/07/20
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----------
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* [Win32/CrashHandlerChild] Crashlog and log now open in the player's default
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@@ -230,14 +230,18 @@ ScrollSortOrder=false
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ScrollSpeedDivisor=2
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[BeginnerHelper]
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HelperX=SCREEN_CENTER_X+0
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HelperX=SCREEN_CENTER_X
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HelperY=SCREEN_CENTER_Y+80
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# All X,Y coordinates are relative to the HelperX,Y
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Player1_X=-125
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Player2_X=SCREEN_CENTER_X-195
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PlayerAngle=40
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Player1X=-125
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Player2X=195
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PlayerP1OnCommand=halign,0;rotationx,40;zoom,20
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PlayerP2OnCommand=halign,0;rotationx,40;zoom,20
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ShowDancePad=false
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DancePadAngle=36
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# "Pad should always be 3 units bigger in zoom than the dancer."
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DancePadOnCommand=halign,0;rotationx,36;zoom,23
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[BitmapText]
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# The colors in the 'roulette' text. you can have a lot!
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+7
-11
@@ -15,8 +15,6 @@
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// "PLAYER_X" offsets are relative to the pad.
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// ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310.
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#define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%dX",px+1))
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#define PLAYER_ANGLE THEME->GetMetricF("BeginnerHelper","PlayerAngle")
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#define DANCEPAD_ANGLE THEME->GetMetricF("BeginnerHelper","DancePadAngle")
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// "HELPER" offsets effect the pad/dancer as a whole.
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// Their relative Y cooridinates are hard-coded for each other.
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@@ -137,12 +135,10 @@ bool BeginnerHelper::Init( int iDancePadType )
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case 2: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PADS)); break;
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}
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m_pDancePad->SetHorizAlign( align_left ); // xxx: hardcoded -aj
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m_pDancePad->SetRotationX( DANCEPAD_ANGLE );
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m_pDancePad->SetName("DancePad");
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m_pDancePad->SetX( HELPER_X );
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m_pDancePad->SetY( HELPER_Y );
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// xxx: hardcoded -aj
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m_pDancePad->SetZoom( 23 ); // Pad should always be 3 units bigger in zoom than the dancer.
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ActorUtil::LoadAllCommands( m_pDancePad, "BeginnerHelper" );
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}
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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@@ -155,8 +151,9 @@ bool BeginnerHelper::Init( int iDancePadType )
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const Character *Character = GAMESTATE->m_pCurCharacters[pl];
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ASSERT( Character != NULL );
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m_pDancer[pl]->SetName( ssprintf("PlayerP%d",pl+1) );
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// Load textures
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m_pDancer[pl]->SetHorizAlign( align_left );
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m_pDancer[pl]->LoadMilkshapeAscii( Character->GetModelPath() );
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// Load needed animations
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@@ -168,12 +165,11 @@ bool BeginnerHelper::Init( int iDancePadType )
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m_pDancer[pl]->LoadMilkshapeAsciiBones( "rest", Character->GetRestAnimationPath() );
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m_pDancer[pl]->SetDefaultAnimation( "rest" ); // Stay bouncing after a step has finished animating
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m_pDancer[pl]->PlayAnimation( "rest" );
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m_pDancer[pl]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
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// todo: remove these hardcoded commands -aj
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m_pDancer[pl]->SetRotationX( PLAYER_ANGLE );
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m_pDancer[pl]->SetX( HELPER_X+PLAYER_X(pl) );
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m_pDancer[pl]->SetY( HELPER_Y+10 );
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m_pDancer[pl]->SetZoom( 20 );
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ActorUtil::LoadAllCommands( m_pDancer[pl], "BeginnerHelper" );
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// many of the models floating around have the vertex order flipped, so force this.
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m_pDancer[pl]->SetCullMode( CULL_NONE );
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}
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m_bInitialized = true;
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