[ScreenSelectMusic] Made score frame into an AutoActor, changed the filename from "score frame p1" to "ScoreFrame P1" for consistency with other elements.

This commit is contained in:
AJ Kelly
2011-04-13 03:41:09 -05:00
parent 6c52b8479f
commit a14d760e0c
3 changed files with 10 additions and 5 deletions
+4 -4
View File
@@ -199,10 +199,10 @@ void ScreenSelectMusic::Init()
FOREACH_ENUM( PlayerNumber, p )
{
m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("score frame p%d",p+1)) );
m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("ScoreFrame P%d",p+1)) );
m_sprHighScoreFrame[p]->SetName( ssprintf("ScoreFrameP%d",p+1) );
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprHighScoreFrame[p] );
this->AddChild( &m_sprHighScoreFrame[p] );
this->AddChild( m_sprHighScoreFrame[p] );
m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
@@ -247,7 +247,7 @@ void ScreenSelectMusic::BeginScreen()
{
if( GAMESTATE->IsHumanPlayer(pn) )
continue;
m_sprHighScoreFrame[pn].SetVisible( false );
m_sprHighScoreFrame[pn]->SetVisible( false );
m_textHighScore[pn].SetVisible( false );
}