Allow AutoActors for Stage and CouseNumber

This commit is contained in:
Chris Danford
2005-05-06 10:48:32 +00:00
parent 70cd62ddad
commit a122528974
12 changed files with 113 additions and 65 deletions
+20 -20
View File
@@ -295,9 +295,9 @@ void ScreenGameplay::Init()
// Add LifeFrame
//
m_sprLifeFrame.Load( THEME->GetPathG(m_sName,bBattery?"oni life frame":"life frame") );
m_sprLifeFrame.SetName( "LifeFrame" );
m_sprLifeFrame->SetName( "LifeFrame" );
SET_XY( m_sprLifeFrame );
this->AddChild( &m_sprLifeFrame );
this->AddChild( m_sprLifeFrame );
//
// Add score frame
@@ -456,11 +456,7 @@ void ScreenGameplay::Init()
//
// Add stage / SongNumber
//
m_sprStage.SetName( "Stage" );
SET_XY( m_sprStage );
m_sprCourseSongNumber.SetName( "CourseSongNumber" );
SET_XY( m_sprCourseSongNumber );
FOREACH_EnabledPlayer(p)
{
@@ -485,13 +481,21 @@ void ScreenGameplay::Init()
case PLAY_MODE_REGULAR:
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );
this->AddChild( &m_sprStage );
m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+StageToString(GAMESTATE->GetCurrentStage())) );
m_sprStage->SetName( "Stage" );
SET_XY( m_sprStage );
this->AddChild( m_sprStage );
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
this->AddChild( &m_sprCourseSongNumber );
for( int i=0; i<MAX_COURSE_SONG_NUMBER_GRAPHICS; i++ )
{
m_sprCourseSongNumber[i].Load( THEME->GetPathG( m_sName, ssprintf("course song %i",i+1)) );
m_sprCourseSongNumber[i]->SetName( "CourseSongNumber" );
SET_XY( m_sprCourseSongNumber[i] );
this->AddChild( m_sprCourseSongNumber[i] );
}
FOREACH_EnabledPlayer( p )
this->AddChild( &m_textCourseSongNumber[p] );
@@ -859,16 +863,12 @@ void ScreenGameplay::SetupSong( int iSongIndex )
}
}
void ScreenGameplay::LoadCourseSongNumber( int SongNumber )
void ScreenGameplay::LoadCourseSongNumber( int iSongNumber )
{
if( !GAMESTATE->IsCourseMode() )
return;
const CString path = THEME->GetPathG( m_sName, ssprintf("course song %i",SongNumber+1), true );
if( path != "" )
m_sprCourseSongNumber.Load( path );
else
m_sprCourseSongNumber.UnloadTexture();
for( int i=0; i<MAX_COURSE_SONG_NUMBER_GRAPHICS; i++ )
m_sprCourseSongNumber[i]->SetHidden( i != iSongNumber );
}
void ScreenGameplay::LoadNextSong()
@@ -2398,13 +2398,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_NextSong.Reset();
m_NextSong.StartTransitioning( SM_LoadNextSong );
LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex()+1 );
COMMAND( m_sprCourseSongNumber, "ChangeIn" );
COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()], "ChangeIn" );
}
else if( SM == SM_LoadNextSong )
{
SongFinished();
COMMAND( m_sprCourseSongNumber, "ChangeOut" );
COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()], "ChangeOut" );
LoadNextSong();
GAMESTATE->m_bPastHereWeGo = true;
@@ -2541,7 +2541,7 @@ void ScreenGameplay::TweenOnScreen()
{
ON_COMMAND( m_sprLifeFrame );
ON_COMMAND( m_sprStage );
ON_COMMAND( m_sprCourseSongNumber );
ON_COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()] );
ON_COMMAND( m_sprStageFrame );
ON_COMMAND( m_textSongOptions );
ON_COMMAND( m_sprScoreFrame );
@@ -2579,7 +2579,7 @@ void ScreenGameplay::TweenOffScreen()
OFF_COMMAND( m_sprLifeFrame );
OFF_COMMAND( m_sprStage );
OFF_COMMAND( m_sprCourseSongNumber );
OFF_COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()] );
OFF_COMMAND( m_sprStageFrame );
OFF_COMMAND( m_textSongOptions );
OFF_COMMAND( m_sprScoreFrame );