remove KeypressBlock. Do this in the receptor.

This commit is contained in:
Glenn Maynard
2005-10-12 02:37:04 +00:00
parent aafe212809
commit 96cd668edc
2 changed files with 11 additions and 14 deletions
+10 -13
View File
@@ -8,7 +8,6 @@
#include "Game.h"
#include "PlayerState.h"
// eventually, these will replace the pressblocks
const CString PRESS_COMMAND_NAME = "Press";
const CString LIFT_COMMAND_NAME = "Lift";
@@ -16,6 +15,7 @@ ReceptorArrow::ReceptorArrow()
{
m_bIsPressed = false;
m_bWasPressed = false;
m_bWasReverse = false;
}
void ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo )
@@ -24,27 +24,24 @@ void ReceptorArrow::Load( const PlayerState* pPlayerState, int iColNo )
m_iColNo = iColNo;
CString sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( iColNo );
m_pReceptor.Load( NOTESKIN->GetPath(sButton,"receptor") );
m_pPressBlock.Load( NOTESKIN->GetPath(sButton,"KeypressBlock") );
m_pPressBlock->SetEffectClock( Actor::CLOCK_BGM_BEAT );
// draw pressblock before receptors
this->AddChild( m_pPressBlock );
this->AddChild( m_pReceptor );
bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(m_iColNo) > 0.5f;
m_pReceptor->PlayCommand( bReverse? "ReverseOn":"ReverseOff" );
m_bWasReverse = bReverse;
}
void ReceptorArrow::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
// update pressblock alignment based on scroll direction
bool bReverse = m_pPlayerState->m_PlayerOptions.GetReversePercentForColumn(m_iColNo) > 0.5f;
m_pPressBlock->SetVertAlign( bReverse ? Actor::align_bottom : Actor::align_top );
m_pPressBlock->SetHidden( !m_bIsPressed );
if( bReverse != m_bWasReverse )
{
m_pReceptor->PlayCommand( bReverse? "ReverseOn":"ReverseOff" );
m_bWasReverse = bReverse;
}
}
void ReceptorArrow::DrawPrimitives()
+1 -1
View File
@@ -27,9 +27,9 @@ private:
AutoActor m_pReceptor;
AutoActor m_pPressBlock;
bool m_bIsPressed;
bool m_bWasPressed; // set in Update
bool m_bWasReverse;
};
#endif