bool BooleansAreGood=true;

This commit is contained in:
Glenn Maynard
2002-09-03 21:53:15 +00:00
parent 58223a239a
commit c8f4e8deee
+13 -13
View File
@@ -235,7 +235,7 @@ ScreenStage::ScreenStage()
{ {
const int iStageNo = GAMESTATE->GetStageIndex()+1; const int iStageNo = GAMESTATE->GetStageIndex()+1;
int ez2Final=0; // if we're 0 it's not a final stage. if we're 1 it is. bool ez2Final=false;
// why do this? Ez2dancer uses NORMAL for it's final stage but just re-arranges // why do this? Ez2dancer uses NORMAL for it's final stage but just re-arranges
// the elements. so the following takes us into NORMAL and just re-arranges stuff // the elements. so the following takes us into NORMAL and just re-arranges stuff
// the ez2Final is so that when we're in normal we can go and see if we're really // the ez2Final is so that when we're in normal we can go and see if we're really
@@ -248,7 +248,7 @@ ScreenStage::ScreenStage()
m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage numbers final") ); m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage numbers final") );
m_sprNumbers[i].StopAnimating(); m_sprNumbers[i].StopAnimating();
} }
ez2Final=1; ez2Final=true;
stage_mode = MODE_NORMAL; stage_mode = MODE_NORMAL;
} }
@@ -291,7 +291,7 @@ ScreenStage::ScreenStage()
int bg_modeoffset=0; // used to shuffle some graphics if we're in FINAL rather than normal stage int bg_modeoffset=0; // used to shuffle some graphics if we're in FINAL rather than normal stage
float element_y_offsets=0.0f; // used to shuffle some graphics if we're in FINAL rather than nornal stage float element_y_offsets=0.0f; // used to shuffle some graphics if we're in FINAL rather than nornal stage
if (ez2Final == 1) // if we're in final redefine those offsets if (ez2Final) // if we're in final redefine those offsets
{ {
element_y_offsets = 25.0f; element_y_offsets = 25.0f;
bg_modeoffset = 4; // shuffle graphics +4 in the elements file for FINAL graphics. bg_modeoffset = 4; // shuffle graphics +4 in the elements file for FINAL graphics.
@@ -310,7 +310,7 @@ ScreenStage::ScreenStage()
// so if we should actually be on final stage // so if we should actually be on final stage
// setup this extra background element // setup this extra background element
if (ez2Final == 1) if (ez2Final)
{ {
m_sprbgxtra.Load( THEME->GetPathTo("Graphics","stage elements") ); // get the graphic m_sprbgxtra.Load( THEME->GetPathTo("Graphics","stage elements") ); // get the graphic
m_sprbgxtra.StopAnimating(); m_sprbgxtra.StopAnimating();
@@ -325,10 +325,10 @@ ScreenStage::ScreenStage()
m_sprbg[0].SetXY( CENTER_X, CENTER_Y+150); // this is where we want the red bar graphic.... m_sprbg[0].SetXY( CENTER_X, CENTER_Y+150); // this is where we want the red bar graphic....
if (ez2Final == 1) // however in final... if (ez2Final) // however in final...
m_sprbg[0].SetXY( CENTER_X-30, CENTER_Y-160); // we want it somewhere else m_sprbg[0].SetXY( CENTER_X-30, CENTER_Y-160); // we want it somewhere else
m_sprbg[0].ZoomToHeight( 100 ); // it's fairly high in normal m_sprbg[0].ZoomToHeight( 100 ); // it's fairly high in normal
if (ez2Final == 1) // but in final... if (ez2Final) // but in final...
m_sprbg[0].ZoomToHeight( 30 ); // it needs to be a bit more squashed m_sprbg[0].ZoomToHeight( 30 ); // it needs to be a bit more squashed
m_sprbg[0].ZoomToWidth( SCREEN_WIDTH + 50 ); // no matter what... it's this wide m_sprbg[0].ZoomToWidth( SCREEN_WIDTH + 50 ); // no matter what... it's this wide
m_sprbg[0].SetRotation( -20 ); // and is initially this rotation m_sprbg[0].SetRotation( -20 ); // and is initially this rotation
@@ -355,7 +355,7 @@ ScreenStage::ScreenStage()
m_frameStage.AddChild( &m_sprbg[i] ); m_frameStage.AddChild( &m_sprbg[i] );
} }
if (ez2Final == 1) // if we're in FINAL add that extra background element mentioned earlier. if (ez2Final) // if we're in FINAL add that extra background element mentioned earlier.
{ {
m_frameStage.AddChild( &m_sprbgxtra ); m_frameStage.AddChild( &m_sprbgxtra );
} }
@@ -388,7 +388,7 @@ ScreenStage::ScreenStage()
m_stagedesc[0].SetXY( CENTER_X-400, CENTER_Y-150+element_y_offsets ); // set the intiial desc positions m_stagedesc[0].SetXY( CENTER_X-400, CENTER_Y-150+element_y_offsets ); // set the intiial desc positions
m_stagedesc[1].SetXY( CENTER_X+400, CENTER_Y+70+element_y_offsets ); m_stagedesc[1].SetXY( CENTER_X+400, CENTER_Y+70+element_y_offsets );
if (ez2Final == 1) if (ez2Final)
{ {
m_stagedesc[1].SetY( CENTER_Y+140.0f ); // description text is in a different Y location on final stage m_stagedesc[1].SetY( CENTER_Y+140.0f ); // description text is in a different Y location on final stage
} }
@@ -398,7 +398,7 @@ ScreenStage::ScreenStage()
m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" ); // choose something better if you like ;) m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" ); // choose something better if you like ;)
m_ez2ukm[i].SetDiffuse( D3DXCOLOR(1,1,1,1) ); // it's white m_ez2ukm[i].SetDiffuse( D3DXCOLOR(1,1,1,1) ); // it's white
m_ez2ukm[i].BeginTweening(0.5f); // start it tweening m_ez2ukm[i].BeginTweening(0.5f); // start it tweening
if (ez2Final == 1) if (ez2Final)
{ {
m_stagedesc[i].SetText( "FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL" ); // this is the desc text for final stage m_stagedesc[i].SetText( "FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL" ); // this is the desc text for final stage
m_stagedesc[i].SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // it's blueish m_stagedesc[i].SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // it's blueish
@@ -458,7 +458,7 @@ ScreenStage::ScreenStage()
if (j == 0) // if it's the first set if (j == 0) // if it's the first set
{ {
m_sprScrollingBlobs[j][i].SetXY( CENTER_X-(SCREEN_WIDTH/2)-500-((i*i)*4), CENTER_Y + 135 ); // starting position m_sprScrollingBlobs[j][i].SetXY( CENTER_X-(SCREEN_WIDTH/2)-500-((i*i)*4), CENTER_Y + 135 ); // starting position
if (ez2Final == 1) if (ez2Final)
{ {
m_sprScrollingBlobs[j][i].SetY( CENTER_Y-160); // different Y position for FINAL stage m_sprScrollingBlobs[j][i].SetY( CENTER_Y-160); // different Y position for FINAL stage
} }
@@ -466,7 +466,7 @@ ScreenStage::ScreenStage()
else // if it's the second set else // if it's the second set
{ {
m_sprScrollingBlobs[j][i].SetXY( CENTER_X+(SCREEN_WIDTH/2)+500-((i*i)*4), CENTER_Y+170 ); // starting position m_sprScrollingBlobs[j][i].SetXY( CENTER_X+(SCREEN_WIDTH/2)+500-((i*i)*4), CENTER_Y+170 ); // starting position
if (ez2Final == 1) if (ez2Final)
{ {
m_sprScrollingBlobs[j][i].SetY( CENTER_Y+180 ); // different Y position for FINAL stage m_sprScrollingBlobs[j][i].SetY( CENTER_Y+180 ); // different Y position for FINAL stage
} }
@@ -529,12 +529,12 @@ ScreenStage::ScreenStage()
m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // orangey colour m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // orangey colour
if (ez2Final == 1) // if we're final stage if (ez2Final) // if we're final stage
{ {
m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // blueish colour m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // blueish colour
m_stagename.SetText( "THE FINAL STAGE" ); m_stagename.SetText( "THE FINAL STAGE" );
stage_mode = MODE_FINAL; // set back to final again. stage_mode = MODE_FINAL; // set back to final again.
ez2Final = 0; ez2Final = false;
} }
m_stagename.BeginTweening(0.5f); // start tweening them to their new home m_stagename.BeginTweening(0.5f); // start tweening them to their new home