Use generic names for TapNoteScore values since they are treated genericly by the code.

Theme changes coming...
This commit is contained in:
Chris Danford
2005-10-08 00:57:40 +00:00
parent 833acb950d
commit b6cf3477b4
45 changed files with 646 additions and 613 deletions
+10 -10
View File
@@ -22,7 +22,7 @@
#include "StatsManager.h"
static const ThemeMetric<CString> STEPFILE ("ScreenHowToPlay","Stepfile");
static const ThemeMetric<int> NUM_PERFECTS ("ScreenHowToPlay","NumPerfects");
static const ThemeMetric<int> NUM_TIER2S ("ScreenHowToPlay","NumTier2s");
static const ThemeMetric<int> NUM_MISSES ("ScreenHowToPlay","NumMisses");
static const ThemeMetric<bool> USELIFEBAR ("ScreenHowToPlay","UseLifeMeterBar");
static const ThemeMetric<bool> USECHARACTER ("ScreenHowToPlay","UseCharacter");
@@ -69,8 +69,8 @@ static bool HaveAllCharAnimations()
REGISTER_SCREEN_CLASS( ScreenHowToPlay );
ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
{
m_iPerfects = 0;
m_iNumPerfects = NUM_PERFECTS;
m_iTier2s = 0;
m_iNumTier2s = NUM_TIER2S;
// initialize these because they might not be used.
m_pPlayer = NULL;
@@ -128,7 +128,7 @@ void ScreenHowToPlay::Init()
m_pLifeMeterBar->SetName("LifeMeterBar");
m_pLifeMeterBar->Load( GAMESTATE->m_pPlayerState[PLAYER_1], &STATSMAN->m_CurStageStats.m_player[PLAYER_1] );
SET_XY_AND_ON_COMMAND( m_pLifeMeterBar );
m_pLifeMeterBar->FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
m_pLifeMeterBar->FillForHowToPlay( NUM_TIER2S, NUM_MISSES );
}
GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
@@ -205,7 +205,7 @@ void ScreenHowToPlay::Step()
int iStep = 0;
const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
// if we want to miss from here on out, don't process steps.
if( m_iPerfects < m_iNumPerfects && m_NoteData.IsThereATapAtRow( iNoteRow ) )
if( m_iTier2s < m_iNumTier2s && m_NoteData.IsThereATapAtRow( iNoteRow ) )
{
const int iNumTracks = m_NoteData.GetNumTracks();
for( int k=0; k<iNumTracks; k++ )
@@ -248,19 +248,19 @@ void ScreenHowToPlay::Update( float fDelta )
{
if( m_pLifeMeterBar && !m_pPlayer )
{
if ( m_iPerfects < m_iNumPerfects )
m_pLifeMeterBar->ChangeLife(TNS_PERFECT);
if ( m_iTier2s < m_iNumTier2s )
m_pLifeMeterBar->ChangeLife(TNS_Tier2);
else
m_pLifeMeterBar->ChangeLife(TNS_MISS);
m_pLifeMeterBar->ChangeLife(TNS_Miss);
}
m_iPerfects++;
m_iTier2s++;
iLastNoteRowCounted = iCurNoteRow;
}
// once we hit the number of perfects we want, we want to fail.
// switch the controller to HUMAN. since we aren't taking input,
// the steps will always be misses.
if(m_iPerfects > m_iNumPerfects)
if(m_iTier2s > m_iNumTier2s)
GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
if ( m_pmCharacter )