Some Ez2dancer Fixes, AND Breakages (sorry!!)

This commit is contained in:
Andrew Livy
2002-08-28 20:41:55 +00:00
parent b00c8d5413
commit 9c8548ce1d
4 changed files with 86 additions and 5 deletions
+1 -1
View File
@@ -242,7 +242,7 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
m_sprControllers[p].SetTweenZoomY( 0 ); m_sprControllers[p].SetTweenZoomY( 0 );
bool bBothSidesJoined = true; bool bBothSidesJoined = true;
for( int pn=0; p<NUM_PLAYERS; pn++ ) for( int pn=0; pn<NUM_PLAYERS; pn++ )
if( !GAMESTATE->m_bSideIsJoined[pn] ) if( !GAMESTATE->m_bSideIsJoined[pn] )
bBothSidesJoined = false; bBothSidesJoined = false;
+74
View File
@@ -44,6 +44,20 @@ enum DStyles {
DS_CLUB DS_CLUB
}; };
const float OPT_X[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_X+200, // This is the pad X
CENTER_X-200, // This is the pad X
CENTER_X-198, // This is the 1p X
CENTER_X+195, // This is the 2p X
}; // tells us the default X position
const float OPT_Y[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_Y+130,
CENTER_Y+130,
CENTER_Y+115,
CENTER_Y+115,
}; // tells us the default Y position
const float TWEEN_TIME = 0.35f; const float TWEEN_TIME = 0.35f;
@@ -71,6 +85,7 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
this->AddSubActor( &m_sprBackground[i] ); this->AddSubActor( &m_sprBackground[i] );
} }
/* Setup The 1Player Scrolling List */
m_ScrList.SetNumberVisibleElements( 3 ); m_ScrList.SetNumberVisibleElements( 3 );
m_ScrList.CreateNewElement( "select style info game 2 style 1" ); m_ScrList.CreateNewElement( "select style info game 2 style 1" );
m_ScrList.CreateNewElement( "select style info game 2 style 2" ); m_ScrList.CreateNewElement( "select style info game 2 style 2" );
@@ -87,7 +102,48 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
m_ScrList.SetXY(CENTER_X, CENTER_Y); m_ScrList.SetXY(CENTER_X, CENTER_Y);
m_ScrList.SetCurrentPosition( DS_EASY ); m_ScrList.SetCurrentPosition( DS_EASY );
/* Setup the 2Player Scrolling List */
m_ScrList_2ply.SetNumberVisibleElements( 3 );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 1" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 2" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 3" ); // Excess so that the user is tricked into thinking
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 1" ); // the list is infinite
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 2" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 3" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 1" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 2" );
m_ScrList_2ply.CreateNewElement( "select style info game 2 style 3" );
m_ScrList_2ply.SetXY(CENTER_X, CENTER_Y);
m_ScrList_2ply.SetCurrentPosition( DS_EASY );
this->AddSubActor( &m_ScrList ); this->AddSubActor( &m_ScrList );
this->AddSubActor( &m_ScrList_2ply );
// figure out on load which list we should put up.
if (GAMESTATE->m_CurStyle == STYLE_EZ2_SINGLE_VERSUS) // if we are using two players
{
m_ScrList.SetZoom( 0 ); // Hide the list for just 1 player
}
else
{
m_ScrList_2ply.SetZoom( 0 ); // Otherwise hide the 2 player list.
}
// Load in the sprites we will be working with.
for( i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
{
CString sOptFileName;
switch( i )
{
case 0: sOptFileName = "select difficulty hard picture"; break;
case 1: sOptFileName = "select difficulty hard picture"; break;
case 2: sOptFileName = "select difficulty medium picture"; break;
case 3: sOptFileName = "select difficulty easy picture"; break;
}
m_sprOpt[i].Load( THEME->GetPathTo("Graphics",sOptFileName) );
m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] );
this->AddSubActor( &m_sprOpt[i] );
}
m_Menu.Load( m_Menu.Load(
THEME->GetPathTo("Graphics","select style background"), THEME->GetPathTo("Graphics","select style background"),
@@ -394,6 +450,24 @@ void ScreenEz2SelectStyle::AnimateBackground()
} }
/************************************
Update
Desc: Animates the 1p/2p selection
************************************/
void ScreenEz2SelectStyle::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
fDeltaTime /= .01f;
ez2_bounce = fmod((ez2_bounce+fDeltaTime), 20);
/* 0..10..19 -> 10..0..9 */
int offset = abs(10-ez2_bounce);
m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - offset);
m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - offset);
}
/************************************ /************************************
TweenPlyOffScreen TweenPlyOffScreen
Desc: Squashes Player Graphics off screen Desc: Squashes Player Graphics off screen
+7 -2
View File
@@ -44,6 +44,8 @@ public:
private: private:
/* Private Function Prototypes */ /* Private Function Prototypes */
void Update( float fDeltaTime );
void AnimateGraphics(); void AnimateGraphics();
void AnimateBackground(); void AnimateBackground();
// void BeforeChange(); // void BeforeChange();
@@ -52,12 +54,15 @@ private:
/* Variable Declarations */ /* Variable Declarations */
MenuElements m_Menu; MenuElements m_Menu;
// Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS]; Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
// Sprite m_sprPly[NUM_EZ2P_GRAPHICS]; // Sprite m_sprPly[NUM_EZ2P_GRAPHICS];
Sprite m_sprBackground[NUM_EZ2STYLE_GRAPHICS]; Sprite m_sprBackground[NUM_EZ2STYLE_GRAPHICS];
ScrollingList m_ScrList; // used for the bouncing of the '1p' and '2p' images
float ez2_bounce;
ScrollingList m_ScrList;
ScrollingList m_ScrList_2ply;
int m_iSelectedStyle; int m_iSelectedStyle;
int m_iSelectedPlayer; int m_iSelectedPlayer;
+3 -1
View File
@@ -437,6 +437,7 @@ ScreenStage::ScreenStage()
for( i=0; i<iNumChars; i++ ) for( i=0; i<iNumChars; i++ )
m_frameStage.AddSubActor( &m_sprNumbers[i] ); m_frameStage.AddSubActor( &m_sprNumbers[i] );
if ( STAGE_TYPE != STAGE_TYPE_EZ2 ) // DIE EVIL STAGEWORD! err, yea this shouldn't be here for Ez2 =)
m_frameStage.AddSubActor( &m_sprStage ); m_frameStage.AddSubActor( &m_sprStage );
} }
break; break;
@@ -494,7 +495,8 @@ void ScreenStage::DrawPrimitives()
m_sprSongBackground.Draw(); m_sprSongBackground.Draw();
break; break;
case STAGE_TYPE_EZ2: case STAGE_TYPE_EZ2:
m_sprSongBackground.Draw(); m_frameStage.Draw();
// m_sprSongBackground.Draw();
break; break;
default: default:
ASSERT(0); ASSERT(0);