working on ranking
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@@ -21,7 +21,7 @@
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#include "GameState.h"
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#include "RageSoundManager.h"
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#include "ThemeManager.h"
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#include "ScreenHighScores.h"
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#include "ScreenRanking.h"
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#include <math.h>
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@@ -62,8 +62,6 @@ const char NAME_CHARS[] =
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#define NUM_NAME_CHARS (sizeof(NAME_CHARS)/sizeof(char))
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#define HEIGHT_OF_ALL_CHARS (NUM_NAME_CHARS * g_fCharsSpacingY)
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const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2);
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int GetClosestCharIndex( float fFakeBeat )
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@@ -106,13 +104,13 @@ ScreenNameEntry::ScreenNameEntry()
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// DEBUGGING STUFF
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GAMESTATE->m_CurGame = GAME_DANCE;
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GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_LastHighScoreCategory[PLAYER_1] = CATEGORY_A;
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GAMESTATE->m_iLastHighScoreIndex[PLAYER_1] = 0;
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// GAMESTATE->m_CurGame = GAME_DANCE;
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// GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
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// GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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// GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// GAMESTATE->m_LastRankingCategory[PLAYER_1] = RANKING_A;
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// GAMESTATE->m_iLastHighScoreIndex[PLAYER_1] = 0;
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@@ -143,14 +141,14 @@ ScreenNameEntry::ScreenNameEntry()
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{
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float ColX = pStyleDef->m_iCenterX[p] + pStyleDef->m_ColumnInfo[p][t].fXOffset;
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m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathTo("Fonts","high scores") );
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m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathTo("Fonts","ranking") );
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m_textSelectedChars[p][t].SetX( ColX );
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m_textSelectedChars[p][t].SetY( GRAY_ARROWS_Y );
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m_textSelectedChars[p][t].SetDiffuse( g_SelectedCharsColor );
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m_textSelectedChars[p][t].SetZoom( CHARS_ZOOM_LARGE );
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this->AddChild( &m_textSelectedChars[p][t] ); // draw these manually
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m_textScrollingChars[p][t].LoadFromFont( THEME->GetPathTo("Fonts","high scores") );
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m_textScrollingChars[p][t].LoadFromFont( THEME->GetPathTo("Fonts","ranking") );
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m_textScrollingChars[p][t].SetX( ColX );
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m_textScrollingChars[p][t].SetY( GRAY_ARROWS_Y );
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m_textScrollingChars[p][t].SetDiffuse( g_ScrollingCharsColor );
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@@ -164,7 +162,7 @@ ScreenNameEntry::ScreenNameEntry()
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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sCategoryText += ssprintf(" in Type %c", 'A'+GAMESTATE->m_LastHighScoreCategory[p]);
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sCategoryText += ssprintf(" in Type %c", 'A'+GAMESTATE->m_LastRankingCategory[p]);
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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