remove DangerPlayer. Use HealthStateChanged.

This commit is contained in:
Glenn Maynard
2007-02-25 08:52:20 +00:00
parent 2f04a1fe29
commit a11fc21973
-30
View File
@@ -118,7 +118,6 @@ protected:
float m_fLastMusicSeconds;
bool m_bDangerAllWasVisible;
AutoActor m_DangerPlayer[NUM_PLAYERS];
// cover up the edge of animations that might hang outside of the background rectangle
Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
@@ -195,9 +194,6 @@ void BackgroundImpl::Init()
}
}
FOREACH_PlayerNumber( p )
m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
bool bOneOrMoreChars = false;
bool bShowingBeginnerHelper = false;
FOREACH_HumanPlayer( p )
@@ -533,11 +529,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
TEXTUREMAN->DisableOddDimensionWarning();
const float fXZoom = RECT_BACKGROUND.GetWidth() / (float)SCREEN_WIDTH;
const float fYZoom = RECT_BACKGROUND.GetHeight() / (float)SCREEN_HEIGHT;
if( !g_bSongBackgrounds )
{
/* Backgrounds are disabled; just display the song background. */
@@ -673,15 +664,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
// Re-sort.
BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
FOREACH_PlayerNumber( p )
{
m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DangerPlayer[p]->SetZoomX( fXZoom );
m_DangerPlayer[p]->SetZoomY( fYZoom );
m_DangerPlayer[p]->FinishTweening();
m_DangerPlayer[p]->PlayCommand( "On" );
}
TEXTUREMAN->EnableOddDimensionWarning();
if( m_pDancingCharacters )
@@ -828,12 +810,6 @@ void BackgroundImpl::Update( float fDeltaTime )
m_bDangerAllWasVisible = bVisible;
}
FOREACH_PlayerNumber( p )
{
if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == HealthState_Danger )
m_DangerPlayer[p]->Update( fDeltaTime );
}
if( m_pDancingCharacters )
m_pDancingCharacters->Update( fDeltaTime );
@@ -869,12 +845,6 @@ void BackgroundImpl::DrawPrimitives()
if( layer.m_pFadingBGA )
layer.m_pFadingBGA->Draw();
}
FOREACH_PlayerNumber( p )
{
if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == PlayerState::DANGER )
m_DangerPlayer[p]->Draw();
}
}
if( m_pDancingCharacters )