Fix ScreenHowToPlay:: Now displays until all the hard-coded steps are gone (SecondsToShow metric), and added into Player.cpp a value to show/hide judgment messages (miss/perfect etc*). This is turned OFF by default so everything still shows the judgment, except for ScreenHowToPlay

This commit is contained in:
Kevin Slaughter
2003-05-19 08:18:21 +00:00
parent b46272b1be
commit b1396c186a
9 changed files with 46 additions and 17 deletions
+10 -5
View File
@@ -19,6 +19,7 @@
#include "NoteFieldPositioning.h"
#define BPMSPEED THEME->GetMetricF("ScreenHowToPlay","ScrollBPM")
#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
{
@@ -64,22 +65,26 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
m_pSong = new Song;
m_pSong->AddBPMSegment( BPMSegment(0.0,BPMSPEED) );
m_pSong->AddStopSegment( StopSegment(12,2) );
m_pSong->AddStopSegment( StopSegment(15,2) );
m_pSong->AddStopSegment( StopSegment(16,2) );
m_pSong->AddStopSegment( StopSegment(20,2) );
m_pSong->AddStopSegment( StopSegment(24,2) );
m_pSong->AddStopSegment( StopSegment(28,2) );
GAMESTATE->m_pCurSong = m_pSong;
GAMESTATE->m_bPastHereWeGo = true;
m_Player.Load( PLAYER_1, pND, NULL, NULL, NULL, NULL );
GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
m_Player.Load( PLAYER_1, pND, &m_LifeMeter, NULL, NULL, NULL );
m_Player.SetX( 480 );
m_Player.m_bShowJudgment = false;
this->AddChild( &m_Player );
delete pND;
m_fFakeSecondsIntoSong = 0;
this->ClearMessageQueue();
this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
}
ScreenHowToPlay::~ScreenHowToPlay()
@@ -91,6 +96,6 @@ void ScreenHowToPlay::Update( float fDelta )
{
m_fFakeSecondsIntoSong += fDelta;
GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
ScreenAttract::Update( fDelta );
}
}