working on Disney Rave "Magic Dance" battle mode

This commit is contained in:
Chris Danford
2003-04-07 03:25:44 +00:00
parent d821c4f1b5
commit 9eac2856a0
29 changed files with 848 additions and 285 deletions
+16 -24
View File
@@ -25,8 +25,6 @@
ActiveItemList::ActiveItemList()
{
m_pInventory = NULL;
for( int i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
{
m_text[i].LoadFromFont( THEME->GetPathTo("Fonts","Common normal") );
@@ -36,10 +34,9 @@ ActiveItemList::ActiveItemList()
}
}
void ActiveItemList::Init( PlayerNumber pn, Inventory* pInventory )
void ActiveItemList::Init( PlayerNumber pn )
{
m_PlayerNumber = pn;
m_pInventory = pInventory;
for( int i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
{
@@ -58,29 +55,24 @@ void ActiveItemList::Update( float fDelta )
ActorFrame::Update( fDelta );
if( m_pInventory )
// refresh text only once every second
float fNowSeconds = RageTimer::GetTimeSinceStart();
float fLastSeconds = RageTimer::GetTimeSinceStart() - fDelta;
if( (int)fNowSeconds != (int)fLastSeconds )
{
// refresh text only once every second
float fNowSeconds = RageTimer::GetTimeSinceStart();
float fLastSeconds = RageTimer::GetTimeSinceStart() - fDelta;
if( (int)fNowSeconds != (int)fLastSeconds )
GameState::ActiveAttack* sActiveAttacks = GAMESTATE->m_sActiveAttacks[m_PlayerNumber]; // NUM_INVENTORY_SLOTS
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
int iNumActiveItems = m_pInventory->m_ActiveItems[m_PlayerNumber].size();
for( int i=0; i<MAX_ACTIVE_ITEMS_LINES; i++ )
{
if( i<iNumActiveItems )
{
const Inventory::ActiveItem& active_item = m_pInventory->m_ActiveItems[m_PlayerNumber][i];
const Inventory::ItemDef& item_def = m_pInventory->m_ItemDefs[ active_item.iItemDefIndex ];
GameState::ActiveAttack& aa = sActiveAttacks[s];
int iDisplaySecondsLeft = (int)(active_item.fSecondsLeft+1);
m_text[i].SetText( ssprintf("%s %02d:%02d", item_def.effect.GetString(), iDisplaySecondsLeft/60, iDisplaySecondsLeft%60) );
}
else
{
m_text[i].SetText( "" );
}
CString sDisplayText = aa.sModifier;
if( sDisplayText == "" )
m_text[s].SetText( "" );
else
{
int iDisplaySecondsLeft = (int)(aa.fSecsRemaining+1);
m_text[s].SetText( ssprintf("%s %02d:%02d", sDisplayText.GetString(), iDisplaySecondsLeft/60, iDisplaySecondsLeft%60) );
}
}
}