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
+26 -1
View File
@@ -97,7 +97,7 @@ GameDef g_GameDefs[NUM_GAMES] =
PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK
}, },
}, },
{ // GAME_EZ2 /* { // GAME_EZ2
"ez2", // m_szName "ez2", // m_szName
"Ez2dancer", // m_szDescription "Ez2dancer", // m_szDescription
2, // m_iNumInstruments 2, // m_iNumInstruments
@@ -118,7 +118,32 @@ GameDef g_GameDefs[NUM_GAMES] =
EZ2_BUTTON_DOWN, // MENU_BUTTON_START EZ2_BUTTON_DOWN, // MENU_BUTTON_START
EZ2_BUTTON_SELECT, // MENU_BUTTON_BACK EZ2_BUTTON_SELECT, // MENU_BUTTON_BACK
}, },
},*/
{ // GAME_EZ2 ********* TEMPORARY DDR BORROWAGE FOR MENUS (The Input System needs WORK!) ********
"ez2", // m_szName
"Ez2dancer", // m_szDescription
2, // m_iNumInstruments
NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument // If it works, i'll go with it, but i'm a bit unsure here...
{ // m_szButtonNames
"UpLeft",
"UpLeftHand",
"LrLeftHand",
"UpRight",
"UpRightHand",
"LrRightHand",
"Down",
"Back"
}, },
{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
DANCE_BUTTON_LEFT, // MENU_BUTTON_LEFT
DANCE_BUTTON_RIGHT, // MENU_BUTTON_RIGHT
DANCE_BUTTON_UP, // MENU_BUTTON_UP
DANCE_BUTTON_DOWN, // MENU_BUTTON_DOWN
DANCE_BUTTON_START, // MENU_BUTTON_START
DANCE_BUTTON_SELECT, // MENU_BUTTON_BACK
},
},
}; };
+85
View File
@@ -221,6 +221,9 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
m_sprOpt[0].BeginTweening( 0 ); m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 ); m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected 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. MenuLeft( PLAYER_1 ); // shift left so that we're clean again.
} }
@@ -314,6 +317,12 @@ void ScreenEz2SelectStyle::MenuBack( const PlayerNumber p )
// TweenOffScreen(); // TweenOffScreen();
} }
void ScreenEz2SelectStyle::MenuDown( const PlayerNumber p )
{
MenuStart(p);
}
/************************************ /************************************
SetFadedStyles SetFadedStyles
Desc: Fades out non-highlighted items Desc: Fades out non-highlighted items
@@ -389,6 +398,79 @@ void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
SetFadedStyles(); 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].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 ); m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected 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. MenuLeft( p ); // shift left so that we're clean again.
} }
else else
+1
View File
@@ -37,6 +37,7 @@ public:
void MenuRight( const PlayerNumber p ); void MenuRight( const PlayerNumber p );
void MenuStart( const PlayerNumber p ); void MenuStart( const PlayerNumber p );
void MenuBack( const PlayerNumber p ); void MenuBack( const PlayerNumber p );
void MenuDown( const PlayerNumber p );
void TweenOffScreen(); void TweenOffScreen();
void TweenPlyOffScreen(); void TweenPlyOffScreen();