Use generic names for TapNoteScore values since they are treated genericly by the code.
Theme changes coming...
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@@ -22,7 +22,7 @@
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#include "StatsManager.h"
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static const ThemeMetric<CString> STEPFILE ("ScreenHowToPlay","Stepfile");
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static const ThemeMetric<int> NUM_PERFECTS ("ScreenHowToPlay","NumPerfects");
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static const ThemeMetric<int> NUM_TIER2S ("ScreenHowToPlay","NumTier2s");
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static const ThemeMetric<int> NUM_MISSES ("ScreenHowToPlay","NumMisses");
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static const ThemeMetric<bool> USELIFEBAR ("ScreenHowToPlay","UseLifeMeterBar");
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static const ThemeMetric<bool> USECHARACTER ("ScreenHowToPlay","UseCharacter");
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@@ -69,8 +69,8 @@ static bool HaveAllCharAnimations()
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REGISTER_SCREEN_CLASS( ScreenHowToPlay );
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ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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{
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m_iPerfects = 0;
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m_iNumPerfects = NUM_PERFECTS;
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m_iTier2s = 0;
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m_iNumTier2s = NUM_TIER2S;
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// initialize these because they might not be used.
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m_pPlayer = NULL;
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@@ -128,7 +128,7 @@ void ScreenHowToPlay::Init()
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m_pLifeMeterBar->SetName("LifeMeterBar");
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m_pLifeMeterBar->Load( GAMESTATE->m_pPlayerState[PLAYER_1], &STATSMAN->m_CurStageStats.m_player[PLAYER_1] );
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SET_XY_AND_ON_COMMAND( m_pLifeMeterBar );
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m_pLifeMeterBar->FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
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m_pLifeMeterBar->FillForHowToPlay( NUM_TIER2S, NUM_MISSES );
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}
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GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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@@ -205,7 +205,7 @@ void ScreenHowToPlay::Step()
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int iStep = 0;
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const int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
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// if we want to miss from here on out, don't process steps.
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if( m_iPerfects < m_iNumPerfects && m_NoteData.IsThereATapAtRow( iNoteRow ) )
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if( m_iTier2s < m_iNumTier2s && m_NoteData.IsThereATapAtRow( iNoteRow ) )
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{
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const int iNumTracks = m_NoteData.GetNumTracks();
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for( int k=0; k<iNumTracks; k++ )
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@@ -248,19 +248,19 @@ void ScreenHowToPlay::Update( float fDelta )
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{
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if( m_pLifeMeterBar && !m_pPlayer )
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{
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if ( m_iPerfects < m_iNumPerfects )
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m_pLifeMeterBar->ChangeLife(TNS_PERFECT);
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if ( m_iTier2s < m_iNumTier2s )
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m_pLifeMeterBar->ChangeLife(TNS_Tier2);
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else
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m_pLifeMeterBar->ChangeLife(TNS_MISS);
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m_pLifeMeterBar->ChangeLife(TNS_Miss);
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}
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m_iPerfects++;
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m_iTier2s++;
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iLastNoteRowCounted = iCurNoteRow;
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}
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// once we hit the number of perfects we want, we want to fail.
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// switch the controller to HUMAN. since we aren't taking input,
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// the steps will always be misses.
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if(m_iPerfects > m_iNumPerfects)
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if(m_iTier2s > m_iNumTier2s)
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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if ( m_pmCharacter )
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