Move ez2 actors out of m_frameStage; only use that for the

stage number actors.

Remove the m_frameStage ez2 special case; just put m_frameStage
on top.
This commit is contained in:
Glenn Maynard
2002-09-06 01:42:25 +00:00
parent ed0819d7cd
commit 981da81f93
2 changed files with 18 additions and 26 deletions
+15 -25
View File
@@ -102,7 +102,6 @@ ScreenStage::ScreenStage()
//
this->AddChild( &m_sprSongBackground ); // add background first so it draws bottom-most
this->AddChild( &m_quadMask ); // add quad mask before stage so that it will block out the stage sprites
this->AddChild( &m_frameStage );
for( int i=0; i<4; i++ )
{
@@ -170,12 +169,9 @@ ScreenStage::ScreenStage()
}
m_sprStage.SetX( fStageCenterX );
if ( g_StageType != STAGE_TYPE_EZ2 ) // Ez2dancer MUST have this graphic on-top
{
for( i=0; i<iNumChars; i++ )
m_frameStage.AddChild( &m_sprNumbers[i] );
m_frameStage.AddChild( &m_sprStage );
}
for( i=0; i<iNumChars; i++ )
m_frameStage.AddChild( &m_sprNumbers[i] );
m_frameStage.AddChild( &m_sprStage );
}
break;
case MODE_FINAL:
@@ -216,7 +212,8 @@ ScreenStage::ScreenStage()
const float fStageOffScreenY = CENTER_Y+fStageHeight;
m_quadMask.SetDiffuse( D3DXCOLOR(0,0,0,0) );
m_quadMask.StretchTo( CRect(SCREEN_LEFT, roundf(fStageOffScreenY-fStageHeight/2), SCREEN_RIGHT, roundf(fStageOffScreenY+fStageHeight/2)) );
m_quadMask.StretchTo( CRect(SCREEN_LEFT, roundf(fStageOffScreenY-fStageHeight/2),
SCREEN_RIGHT, roundf(fStageOffScreenY+fStageHeight/2)) );
m_quadMask.SetZ( -1 ); // important: fill Z buffer with values that will cause subsequent draws to fail the Z test
m_frameStage.SetXY( CENTER_X, fStageOffScreenY );
@@ -357,15 +354,11 @@ ScreenStage::ScreenStage()
m_sprbg[2].SetTweenX( CENTER_X );
m_sprbg[2].SetTweenRotationZ( 0 );
for (i=3; i>=0; i--) // work backwards as we wanna add em in reverse
{
m_frameStage.AddChild( &m_sprbg[i] );
}
for (i = 3; i >= 0; i--) // add them backwards
AddChild( &m_sprbg[i] );
if (stage_mode == MODE_FINAL) // if we're in FINAL add that extra background element mentioned earlier.
{
m_frameStage.AddChild( &m_sprbgxtra );
}
AddChild( &m_sprbgxtra );
/////////////////////////
@@ -426,8 +419,8 @@ ScreenStage::ScreenStage()
for (i=0; i<2; i++) // add the actors
{
m_frameStage.AddChild( &m_ez2ukm[i] );
m_frameStage.AddChild( &m_stagedesc[i] );
AddChild( &m_ez2ukm[i] );
AddChild( &m_stagedesc[i] );
}
//////////////////////////////
@@ -478,7 +471,7 @@ ScreenStage::ScreenStage()
else // set 2
m_sprScrollingBlobs[j][i].SetTweenX(CENTER_X+(SCREEN_WIDTH/2)+30-70-(i*30.0f));
m_frameStage.AddChild( &m_sprScrollingBlobs[j][i] ); // add the actor
AddChild( &m_sprScrollingBlobs[j][i] );
}
}
@@ -532,20 +525,17 @@ ScreenStage::ScreenStage()
m_stagename.BeginTweening(0.5f); // start tweening them to their new home
m_stagename.SetTweenX(CENTER_X+70); // set their new locations
m_frameStage.AddChild( &m_stagename ); //add the actor
AddChild( &m_stagename ); //add the actor
//////////////////////////////
// END stage name //
//////////////////////////////
// Add in the number graphics that were neglected earlier
CString sStageNo = ssprintf("%d", iStageNo);
const int iNumChars = sStageNo.GetLength()+1;
for( i=0; i<iNumChars; i++ )
m_frameStage.AddChild( &m_sprNumbers[i] );
m_frameStage.AddChild( &m_sprStage );
m_sprStage.SetZoom( 0 ); // hide this element for Ez2 :)
}
/* Add this last, so it's on top (except for the QuadMask, due to SetZ) */
this->AddChild( &m_frameStage );
this->SendScreenMessage( SM_DoneFadingIn, 1.0f );
this->SendScreenMessage( SM_StartFadingOut, 4.0f );
}