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
+10 -7
View File
@@ -222,7 +222,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_TimingAssist.Load((PlayerNumber)p, &m_Player[p]);
m_ActiveItemList[p].Init( (PlayerNumber)p, &m_Inventory );
m_ActiveItemList[p].Init( (PlayerNumber)p );
/* Position it in LoadNextSong. */
this->AddChild( &m_ActiveItemList[p] );
@@ -398,8 +398,11 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
m_BPMDisplay.SetZoom( BPM_ZOOM );
this->AddChild( &m_BPMDisplay );
m_Inventory.RefreshPossibleItems();
this->AddChild( &m_Inventory );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_Inventory[p].Load( (PlayerNumber)p );
this->AddChild( &m_Inventory[p] );
}
if( !bDemonstration ) // only load if we're going to use it
@@ -573,7 +576,7 @@ void ScreenGameplay::LoadNextSong()
NoteData pNewNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p], &m_Inventory, m_pScoreKeeper[p] );
m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p], &m_Inventory[p], m_pScoreKeeper[p] );
m_TimingAssist.Reset();
}
@@ -1074,7 +1077,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
}
if( iItemSlot != -1 )
m_Inventory.UseItem( MenuI.player, iItemSlot );
m_Inventory[MenuI.player].UseAttack( iItemSlot );
}
}
@@ -1110,7 +1113,7 @@ void SaveChanges()
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
{
// FIXME
// FIXME!!!
//for( int i=0; i<m_apSongsQueue.size(); i++ )
// m_apSongsQueue[i]->Save();
}
@@ -1214,7 +1217,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
}
}
m_Inventory.RemoveAllActiveItems();
GAMESTATE->RemoveAllActiveAttacks();
for( p=0; p<NUM_PLAYERS; p++ )
{