More Ez2dancer Updates.

This commit is contained in:
Andrew Livy
2002-07-08 19:08:15 +00:00
parent ebc4db8972
commit 958a6f0f45
3 changed files with 112 additions and 1 deletions
+85
View File
@@ -221,6 +221,9 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
MenuLeft( PLAYER_1 ); // shift left so that we're clean again.
}
@@ -314,6 +317,12 @@ void ScreenEz2SelectStyle::MenuBack( const PlayerNumber p )
// TweenOffScreen();
}
void ScreenEz2SelectStyle::MenuDown( const PlayerNumber p )
{
MenuStart(p);
}
/************************************
SetFadedStyles
Desc: Fades out non-highlighted items
@@ -389,6 +398,79 @@ void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
SetFadedStyles();
}
}
else // Two Players (means NO club option...)
{
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == DS_REAL ) // wrap to the last dance style
m_iSelectedStyle = DS_EASY;
else
m_iSelectedStyle = m_iSelectedStyle + 1;
if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
{
m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_EASY].SetXY( CLUB_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
{
m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
{
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
/* NOTE: Because we're really shifting three values using a setup for four values
the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
them playing double
*/
if (m_iSelectedStyle == DS_REAL)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_HARD)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_EASY)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
}
SetFadedStyles();
}
}
/************************************
@@ -533,6 +615,9 @@ void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
MenuLeft( p ); // shift left so that we're clean again.
}
else