[BeginnerHelper] Removed DancePadAngle metric in favor of DancePadOnCommand. The same goes for PlayerAngle, rotation is now handled in PlayerP1/2OnCommand.

This commit is contained in:
AJ Kelly
2011-07-21 11:44:07 -05:00
parent 5351ecdfaa
commit 8ccc2d9db3
3 changed files with 21 additions and 16 deletions
+5
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@@ -8,6 +8,11 @@ ________________________________________________________________________________
StepMania 5.0 ????????? | 20110???
--------------------------------------------------------------------------------
2011/07/21
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* [BeginnerHelper] Removed DancePadAngle metric in favor of DancePadOnCommand.
The same goes for PlayerAngle, rotation is now handled in PlayerP1/2OnCommand. [AJ]
2011/07/20
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* [Win32/CrashHandlerChild] Crashlog and log now open in the player's default
+9 -5
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@@ -230,14 +230,18 @@ ScrollSortOrder=false
ScrollSpeedDivisor=2
[BeginnerHelper]
HelperX=SCREEN_CENTER_X+0
HelperX=SCREEN_CENTER_X
HelperY=SCREEN_CENTER_Y+80
# All X,Y coordinates are relative to the HelperX,Y
Player1_X=-125
Player2_X=SCREEN_CENTER_X-195
PlayerAngle=40
Player1X=-125
Player2X=195
PlayerP1OnCommand=halign,0;rotationx,40;zoom,20
PlayerP2OnCommand=halign,0;rotationx,40;zoom,20
ShowDancePad=false
DancePadAngle=36
# "Pad should always be 3 units bigger in zoom than the dancer."
DancePadOnCommand=halign,0;rotationx,36;zoom,23
[BitmapText]
# The colors in the 'roulette' text. you can have a lot!
+7 -11
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@@ -15,8 +15,6 @@
// "PLAYER_X" offsets are relative to the pad.
// ex: Setting this to 10, and the HELPER to 300, will put the dancer at 310.
#define PLAYER_X( px ) THEME->GetMetricF("BeginnerHelper",ssprintf("Player%dX",px+1))
#define PLAYER_ANGLE THEME->GetMetricF("BeginnerHelper","PlayerAngle")
#define DANCEPAD_ANGLE THEME->GetMetricF("BeginnerHelper","DancePadAngle")
// "HELPER" offsets effect the pad/dancer as a whole.
// Their relative Y cooridinates are hard-coded for each other.
@@ -137,12 +135,10 @@ bool BeginnerHelper::Init( int iDancePadType )
case 2: m_pDancePad->LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PADS)); break;
}
m_pDancePad->SetHorizAlign( align_left ); // xxx: hardcoded -aj
m_pDancePad->SetRotationX( DANCEPAD_ANGLE );
m_pDancePad->SetName("DancePad");
m_pDancePad->SetX( HELPER_X );
m_pDancePad->SetY( HELPER_Y );
// xxx: hardcoded -aj
m_pDancePad->SetZoom( 23 ); // Pad should always be 3 units bigger in zoom than the dancer.
ActorUtil::LoadAllCommands( m_pDancePad, "BeginnerHelper" );
}
for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
@@ -155,8 +151,9 @@ bool BeginnerHelper::Init( int iDancePadType )
const Character *Character = GAMESTATE->m_pCurCharacters[pl];
ASSERT( Character != NULL );
m_pDancer[pl]->SetName( ssprintf("PlayerP%d",pl+1) );
// Load textures
m_pDancer[pl]->SetHorizAlign( align_left );
m_pDancer[pl]->LoadMilkshapeAscii( Character->GetModelPath() );
// Load needed animations
@@ -168,12 +165,11 @@ bool BeginnerHelper::Init( int iDancePadType )
m_pDancer[pl]->LoadMilkshapeAsciiBones( "rest", Character->GetRestAnimationPath() );
m_pDancer[pl]->SetDefaultAnimation( "rest" ); // Stay bouncing after a step has finished animating
m_pDancer[pl]->PlayAnimation( "rest" );
m_pDancer[pl]->SetCullMode( CULL_NONE ); // many of the models floating around have the vertex order flipped
// todo: remove these hardcoded commands -aj
m_pDancer[pl]->SetRotationX( PLAYER_ANGLE );
m_pDancer[pl]->SetX( HELPER_X+PLAYER_X(pl) );
m_pDancer[pl]->SetY( HELPER_Y+10 );
m_pDancer[pl]->SetZoom( 20 );
ActorUtil::LoadAllCommands( m_pDancer[pl], "BeginnerHelper" );
// many of the models floating around have the vertex order flipped, so force this.
m_pDancer[pl]->SetCullMode( CULL_NONE );
}
m_bInitialized = true;