fix up ScreenSelectCharacter a bit and enable it for normal game mode.

This commit is contained in:
Thad Ward
2003-08-26 14:58:41 +00:00
parent 34e9989c56
commit b5553c9ab5
2 changed files with 58 additions and 30 deletions
+37 -17
View File
@@ -36,9 +36,12 @@
#define ICONS_START_Y( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("IconsP%dStartY",p+1))
#define ICONS_SPACING_X THEME->GetMetricF("ScreenSelectCharacter","IconsSpacingX")
#define ICONS_SPACING_Y THEME->GetMetricF("ScreenSelectCharacter","IconsSpacingY")
#define ICONS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("IconsP%dOnCommand",p+1))
#define ICONS_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("IconsP%dOffCommand",p+1))
#define HELP_TEXT THEME->GetMetric ("ScreenSelectCharacter","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectCharacter","TimerSeconds")
#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectCharacter","NextScreen")
#define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF("ScreenSelectCharacter","SleepAfterTweenOffSeconds")
#define LEVEL_CURSOR_X( p, l ) ( ICONS_START_X(p)+ICONS_SPACING_X*((NUM_ATTACKS_PER_LEVEL-1)/2.f) )
#define LEVEL_CURSOR_Y( p, l ) ( ICONS_START_Y(p)+ICONS_SPACING_Y*l )
@@ -74,6 +77,9 @@ ScreenSelectCharacter::ScreenSelectCharacter() : Screen("ScreenSelectCharacter")
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
m_sprTitle[p].Load( THEME->GetPathToG("ScreenSelectCharacter title 2x2") );
m_sprTitle[p].SetState( GAMESTATE->IsHumanPlayer(p) ? p : 2+p );
m_sprTitle[p].StopAnimating();
@@ -88,20 +94,24 @@ ScreenSelectCharacter::ScreenSelectCharacter() : Screen("ScreenSelectCharacter")
m_sprCharacterArrows[p].Command( CHARACTER_ARROWS_ON_COMMAND(p) );
this->AddChild( &m_sprCharacterArrows[p] );
m_sprAttackFrame[p].Load( THEME->GetPathToG("ScreenSelectCharacter attack frame 1x2") );
m_sprAttackFrame[p].StopAnimating();
m_sprAttackFrame[p].SetState( p );
m_sprAttackFrame[p].Command( ATTACK_FRAME_ON_COMMAND(p) );
this->AddChild( &m_sprAttackFrame[p] );
if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
{
m_sprAttackFrame[p].Load( THEME->GetPathToG("ScreenSelectCharacter attack frame 1x2") );
m_sprAttackFrame[p].StopAnimating();
m_sprAttackFrame[p].SetState( p );
m_sprAttackFrame[p].Command( ATTACK_FRAME_ON_COMMAND(p) );
this->AddChild( &m_sprAttackFrame[p] );
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
{
float fX = ICONS_START_X(p) + ICONS_SPACING_X*j;
float fY = ICONS_START_Y(p) + ICONS_SPACING_Y*i;
m_AttackIcons[p][i][j].SetXY( fX, fY );
this->AddChild( &m_AttackIcons[p][i][j] );
}
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
{
float fX = ICONS_START_X(p) + ICONS_SPACING_X*j;
float fY = ICONS_START_Y(p) + ICONS_SPACING_Y*i;
m_AttackIcons[p][i][j].SetXY( fX, fY );
m_AttackIcons[p][i][j].Command( ICONS_ON_COMMAND(p) );
this->AddChild( &m_AttackIcons[p][i][j] );
}
}
}
m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectCharacter explanation") );
@@ -224,9 +234,10 @@ void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
m_sprCharacter[pnAffected].UnloadTexture();
m_sprCharacter[pnAffected].Load( pChar->GetCardPath() );
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
m_AttackIcons[pnAffected][i][j].Load( pnAffected, pChar->m_sAttacks[i][j] );
if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
m_AttackIcons[pnAffected][i][j].Load( pnAffected, pChar->m_sAttacks[i][j] );
}
break;
case FINISHED_CHOOSING:
@@ -310,7 +321,7 @@ void ScreenSelectCharacter::MenuStart( PlayerNumber pn )
m_Menu.m_MenuTimer.Stop();
TweenOffScreen();
this->PostScreenMessage( SM_BeginFadingOut, 0 );
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_TWEEN_OFF_SECONDS );
}
}
@@ -324,6 +335,15 @@ void ScreenSelectCharacter::TweenOffScreen()
for( int p=0; p<NUM_PLAYERS; p++ )
{
m_sprCharacter[p].Command( CHARACTER_OFF_COMMAND(p) );
m_sprTitle[p].Command( TITLE_OFF_COMMAND(p) );
m_sprCharacterArrows[p].Command( CHARACTER_ARROWS_OFF_COMMAND(p) );
if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
{
m_sprAttackFrame[p].Command( ATTACK_FRAME_OFF_COMMAND(p) );
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
m_AttackIcons[p][i][j].Command( ICONS_OFF_COMMAND(p) );
}
}
m_sprExplanation.Command( EXPLANATION_OFF_COMMAND );
}