merge special transitions into one

This commit is contained in:
Glenn Maynard
2006-01-18 08:38:40 +00:00
parent 635564b3fa
commit a1af44f47f
2 changed files with 2 additions and 56 deletions
+2 -52
View File
@@ -95,7 +95,6 @@ PlayerInfo::PlayerInfo()
m_pSecondaryScoreKeeper = NULL;
m_ptextPlayerOptions = NULL;
m_pActiveAttackList = NULL;
m_pWin = NULL;
m_pPlayer = NULL;
m_pInventory = NULL;
m_pDifficultyIcon = NULL;
@@ -175,7 +174,6 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
m_pWin = new Transition;
break;
}
@@ -218,7 +216,6 @@ PlayerInfo::~PlayerInfo()
SAFE_DELETE( m_pSecondaryScoreKeeper );
SAFE_DELETE( m_ptextPlayerOptions );
SAFE_DELETE( m_pActiveAttackList );
SAFE_DELETE( m_pWin );
SAFE_DELETE( m_pPlayer );
SAFE_DELETE( m_pInventory );
SAFE_DELETE( m_pDifficultyIcon );
@@ -751,27 +748,6 @@ void ScreenGameplay::Init()
m_Failed.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
this->AddChild( &m_Failed );
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsFinalStage() ) // only load if we're going to use it
m_Extra.Load( THEME->GetPathB(m_sName,"extra1") );
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsExtraStage() ) // only load if we're going to use it
m_Extra.Load( THEME->GetPathB(m_sName,"extra2") );
this->AddChild( &m_Extra );
// only load if we're going to use it
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
{
pi->m_pWin->Load( THEME->GetPathB(m_sName,ssprintf("win %s",pi->GetName().c_str())) );
this->AddChild( pi->m_pWin );
}
m_Draw.Load( THEME->GetPathB(m_sName,"draw") );
this->AddChild( &m_Draw );
break;
}
m_textDebug.LoadFromFont( THEME->GetPathF("Common","normal") );
m_textDebug.SetName( "Debug" );
SET_XY( m_textDebug );
@@ -2415,39 +2391,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
TweenOffScreen();
m_Cleared.StartTransitioning( SM_GoToNextScreen );
// do they deserve an extra stage?
if( GAMESTATE->HasEarnedExtraStage() )
{
m_Extra.StartTransitioning( SM_GoToNextScreen );
SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
}
else
{
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
{
PlayerNumber winner = GAMESTATE->GetBestPlayer();
switch( winner )
{
case PLAYER_INVALID:
m_Draw.StartTransitioning( SM_GoToNextScreen );
break;
default:
m_vPlayerInfo[winner].m_pWin->StartTransitioning( SM_GoToNextScreen );
break;
}
}
break;
default:
m_Cleared.StartTransitioning( SM_GoToNextScreen );
break;
}
SOUND->PlayOnceFromAnnouncer( "gameplay cleared" );
}
}
else if( SM == SM_StartLoadingNextSong )
{
-4
View File
@@ -83,8 +83,6 @@ public:
BitmapText *m_ptextPlayerOptions;
ActiveAttackList *m_pActiveAttackList;
Transition *m_pWin;
Player *m_pPlayer;
// used in PLAY_MODE_BATTLE
@@ -202,9 +200,7 @@ protected:
Transition m_Go;
Transition m_Cleared;
Transition m_Failed;
Transition m_Extra;
Transition m_Toasty; // easter egg
Transition m_Draw;
BitmapText m_textSurviveTime; // used in extra stage. TODO: Move this into a BGA