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
+28 -60
View File
@@ -18,85 +18,53 @@
#include "GameState.h"
#include "ThemeManager.h"
ScoreDisplayBattle::ScoreDisplayBattle()
{
LOG->Trace( "ScoreDisplayBattle::ScoreDisplayBattle()" );
for( int i=0; i<NUM_ITEM_SLOTS; i++ )
for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
{
float fX = (float)SCALE(i,0.f,2.f,-60.f,60.f);
m_sprFrames[i].Load( THEME->GetPathTo("Graphics","gameplay battle item frames 3x1") );
m_sprFrames[i].SetX( fX );
m_sprFrames[i].StopAnimating();
m_sprFrames[i].SetState( i );
this->AddChild( &m_sprFrames[i] );
m_sprItems[i].SetX( fX );
m_sprItems[i].Load( THEME->GetPathTo("Graphics","gameplay battle item icons") );
m_sprItems[i].StopAnimating();
m_sprItems[i].SetZoom( 0 );
this->AddChild( &m_sprItems[i] );
m_iLastSeenItems[i] = ITEM_NONE;
m_Inventory[i].SetX( fX );
this->AddChild( &m_Inventory[i] );
}
}
void ScoreDisplayBattle::Init( PlayerNumber pn )
{
ScoreDisplay::Init( pn );
for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
m_Inventory[i].Load( m_PlayerNumber, "" );
}
void ScoreDisplayBattle::Update( float fDelta )
{
ScoreDisplay::Update( fDelta );
for( int s=0; s<NUM_ITEM_SLOTS; s++ )
for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
{
int iNewItem = GAMESTATE->m_iItems[m_PlayerNumber][s];
int iOldItem = m_iLastSeenItems[s];
CString sNewItem = GAMESTATE->m_sInventory[m_PlayerNumber][s];
m_iLastSeenItems[s] = iNewItem;
if( iNewItem != iOldItem ) // there was a change of items
if( sNewItem != m_iLastSeenInventory[s] )
{
if( iNewItem == ITEM_NONE )
{
m_sprItems[s].StopTweening();
m_sprItems[s].BeginTweening( 0.25f, Actor::TWEEN_BOUNCE_BEGIN );
m_sprItems[s].SetTweenZoom( 0 );
}
m_iLastSeenInventory[s] = sNewItem;
m_Inventory[s].Load( m_PlayerNumber, sNewItem );
if( sNewItem == "" )
m_Inventory[s].Command( "linear,0.25;zoom,0" );
else
{
m_sprItems[s].SetDiffuse( RageColor(1,1,1,1) );
m_sprItems[s].SetState( iNewItem );
m_sprItems[s].SetZoom( 1 );
// blink
m_sprItems[s].StopTweening();
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].BeginTweening( 0.001f ); // snap
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].BeginTweening( 0.001f ); // snap
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].BeginTweening( 0.001f ); // snap
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].BeginTweening( 0.001f ); // snap
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].BeginTweening( 0.001f ); // snap
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].BeginTweening( 0.001f ); // snap
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].BeginTweening( 0.001f ); // snap
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprItems[s].BeginTweening( 0.1f ); // sleep
m_sprItems[s].BeginTweening( 0.001f ); // snap
m_sprItems[s].SetTweenDiffuse( RageColor(1,1,1,1) );
m_Inventory[s].StopTweening();
m_Inventory[s].Command( "diffuse,1,1,1,1;zoom,1;"
"sleep,0.1;linear,0;diffusealpha,0;"
"sleep,0.1;linear,0;diffusealpha,1;"
"sleep,0.1;linear,0;diffusealpha,0;"
"sleep,0.1;linear,0;diffusealpha,1;"
"sleep,0.1;linear,0;diffusealpha,0;"
"sleep,0.1;linear,0;diffusealpha,1;" );
}
}
}