Ez2dancer Evaluation Board Looking Almost like it should.

This commit is contained in:
Andrew Livy
2002-07-18 03:26:45 +00:00
parent 5eef002fe4
commit 9ea25dbce1
+19 -1
View File
@@ -208,10 +208,21 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 120);
}
else if ((l == 1 || l == 3 || l == 5) && GAMEMAN->m_CurGame == GAME_EZ2)
else if ((l == 1 || l == 3 ) && GAMEMAN->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[l][p].SetZoomX(0); // Hide These Ones
}
else if (l == 5) // sneakily use this one for the max combo.
{
if (p == PLAYER_1)
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]-40, JUDGE_EZ2_COOL_Y + 180);
}
else
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]+40, JUDGE_EZ2_COOL_Y + 180);
}
}
this->AddActor( &m_textJudgeNumbers[l][p] );
}
@@ -313,6 +324,13 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", GS[p].miss) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", GS[p].ok) );
// SNEAKY! We take the max combo, and put it into element 5, because Ez2dancer
// doesn't care for OK's and plus this text element is already nicely aligned =)
if (GAMEMAN->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", GS[p].max_combo) );
}
m_ScoreDisplay[p].SetScore( (float)GS[p].max_combo * 1000 );
m_ScoreDisplay[p].SetScore( (float)GS[p].score );