Animate during Update, not rendering, and make it honor tab/~.
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@@ -53,8 +53,8 @@ const float OPT_Y[NUM_EZ2_GRAPHICS] = {
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float ez2_lasttimercheck[2];
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float ez2_lasttimercheck;
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int ez2_bounce=0; // used for the bouncing of the '1p' and '2p' images
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float ez2_bounce=0.f; // used for the bouncing of the '1p' and '2p' images
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/************************************
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/************************************
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ScreenEz2SelectPlayer (Constructor)
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ScreenEz2SelectPlayer (Constructor)
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@@ -64,8 +64,7 @@ Desc: Sets up the screen display
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ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
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ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
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{
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{
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LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
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LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
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ez2_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2_lasttimercheck = 0.0f;
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ez2_lasttimercheck[1] = 0.0f;
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m_iSelectedStyle=3; // by bbf: frieza, was this supposed to be 3 ?
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m_iSelectedStyle=3; // by bbf: frieza, was this supposed to be 3 ?
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GAMESTATE->m_CurStyle = STYLE_NONE;
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GAMESTATE->m_CurStyle = STYLE_NONE;
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_INVALID;
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_INVALID;
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@@ -128,25 +127,23 @@ ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()
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LOG->Trace( "ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()" );
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LOG->Trace( "ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()" );
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}
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}
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/************************************
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/************************************
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AnimateGraphics
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Update
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Desc: Animates the 1p/2p selection
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Desc: Animates the 1p/2p selection
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************************************/
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************************************/
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void ScreenEz2SelectPlayer::AnimateGraphics()
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void ScreenEz2SelectPlayer::Update( float fDeltaTime )
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{
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{
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if (TIMER->GetTimeSinceStart() > ez2_lasttimercheck[0] + 0.01f)
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Screen::Update( fDeltaTime );
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{
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ez2_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2_bounce = (ez2_bounce+1) % 20;
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fDeltaTime /= .01f;
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ez2_bounce = fmod((ez2_bounce+fDeltaTime), 20);
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/* 0..10..19 -> 10..0..9 */
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/* 0..10..19 -> 10..0..9 */
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int offset = abs(10-ez2_bounce);
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int offset = abs(10-ez2_bounce);
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m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - offset);
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m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - offset);
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m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - offset);
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m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - offset);
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}
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}
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}
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/************************************
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/************************************
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DrawPrimitives
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DrawPrimitives
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@@ -155,15 +152,14 @@ Desc: Draws the screen =P
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void ScreenEz2SelectPlayer::DrawPrimitives()
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void ScreenEz2SelectPlayer::DrawPrimitives()
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{
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{
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AnimateGraphics();
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m_Menu.DrawBottomLayer();
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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m_Menu.DrawTopLayer();
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// wait for a bit incase another player wants to join before moving on.
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// wait for a bit incase another player wants to join before moving on.
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if (ez2_lasttimercheck[1] != 0.0f && TIMER->GetTimeSinceStart() > ez2_lasttimercheck[1] + 1)
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if (ez2_lasttimercheck != 0.0f && TIMER->GetTimeSinceStart() > ez2_lasttimercheck + 1)
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{
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{
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ez2_lasttimercheck[1] = 0.0f;
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ez2_lasttimercheck = 0.0f;
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if (m_iSelectedStyle == 0) // only the left pad was selected
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if (m_iSelectedStyle == 0) // only the left pad was selected
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{
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{
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@@ -292,7 +288,7 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
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// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
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}
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}
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m_soundSelect.PlayRandom();
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m_soundSelect.PlayRandom();
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ez2_lasttimercheck[1] = TIMER->GetTimeSinceStart(); // start the timer for going to next state
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ez2_lasttimercheck = TIMER->GetTimeSinceStart(); // start the timer for going to next state
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}
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}
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else
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else
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{
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{
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@@ -38,8 +38,7 @@ public:
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private:
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private:
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/* Private Function Prototypes */
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/* Private Function Prototypes */
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void AnimateGraphics();
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void Update( float fDeltaTime );
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/* Variable Declarations */
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/* Variable Declarations */
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