Major rewrite of all classes related to gameplay (Song, Steps, Player,

WindowDancing and all its UI elements).  All of the dancing UI elements
have been consolidated into the Player class, which simplifies things a
great deal.  Steps and the classes that use them have been generalized
to use a variable number of panels (6 panel, 8 panel).  Only a little more
work is needed on the ColorArrows portion of Player to fully support these
panel modes.
This commit is contained in:
Chris Danford
2001-11-04 19:34:28 +00:00
parent 7caffe0c93
commit a40558031b
50 changed files with 1093 additions and 1092 deletions
-87
View File
@@ -15,90 +15,3 @@
#define CENTER_X 320
#define CENTER_Y 240
#define JUDGEMENT_DISPLAY_TIME 1.0f
#define JUDGEMENT_SPRITE "Sprites\\Judgement.sprite"
#define JUDGEMENT_Y CENTER_Y
Judgement::Judgement() :
m_fDisplayTimeLeft( 0.0 )
{
m_sprJudgement.LoadFromSpriteFile( JUDGEMENT_SPRITE );
SetX( CENTER_X );
}
Judgement::~Judgement()
{
}
void Judgement::SetX( int iNewX )
{
m_sprJudgement.SetXY( iNewX, CENTER_Y );
}
void Judgement::Update( const FLOAT &fDeltaTime )
{
if( m_fDisplayTimeLeft > 0.0 )
m_fDisplayTimeLeft -= fDeltaTime;
m_sprJudgement.Update( fDeltaTime );
}
void Judgement::Draw()
{
// RageLog( "Judgement::Draw()" );
if( m_fDisplayTimeLeft > 0.0 )
m_sprJudgement.Draw();
}
void Judgement::Perfect()
{
RageLog( "Judgement::Perfect()" );
m_sprJudgement.SetState( 0 );
TweenFromBigToSmall();
}
void Judgement::Great()
{
m_sprJudgement.SetState( 1 );
TweenFromBigToSmall();
}
void Judgement::Good()
{
m_sprJudgement.SetState( 2 );
TweenFromBigToSmall();
}
void Judgement::Boo()
{
m_sprJudgement.SetState( 3 );
TweenFromBigToSmall();
}
void Judgement::Miss()
{
m_sprJudgement.SetState( 4 );
TweenFromBigToSmall();
}
void Judgement::TweenFromBigToSmall()
{
m_fDisplayTimeLeft = JUDGEMENT_DISPLAY_TIME;
m_sprJudgement.SetZoom( 1.5f );
m_sprJudgement.TweenTo( JUDGEMENT_DISPLAY_TIME/2.0,
m_sprJudgement.GetX(),
m_sprJudgement.GetY() );
}