Add sorts by meter

Choose a random dancing character on GameState::Reset()
This commit is contained in:
Chris Danford
2003-06-27 08:06:22 +00:00
parent 537ae7e991
commit df728d987a
12 changed files with 160 additions and 35 deletions
+13 -4
View File
@@ -22,6 +22,7 @@
#include "PrefsManager.h"
#include "NoteTypes.h"
#include <math.h> // for fmodf
#include "DancingCharacters.h"
const float FADE_SECONDS = 1.0f;
@@ -60,6 +61,14 @@ Background::Background()
m_quadBorder[2].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[3].StretchTo( RectI(LEFT_EDGE,BOTTOM_EDGE,RIGHT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[3].SetDiffuse( RageColor(0,0,0,1) );
bool bOneOrMoreChars = false;
for( int p=0; p<NUM_PLAYERS; p++ )
bOneOrMoreChars = true;
if( bOneOrMoreChars )
m_pDancingCharacters = new DancingCharacters;
else
m_pDancingCharacters = NULL;
}
Background::~Background()
@@ -416,8 +425,8 @@ void Background::Update( float fDeltaTime )
}
}
if( PREFSMAN->m_bShowDancingCharacters )
m_DancingCharacters.Update( fDeltaTime );
if( m_pDancingCharacters )
m_pDancingCharacters->Update( fDeltaTime );
m_quadBGBrightness.Update( fDeltaTime );
}
@@ -438,8 +447,8 @@ void Background::DrawPrimitives()
m_pFadingBGA->Draw();
}
if( PREFSMAN->m_bShowDancingCharacters )
m_DancingCharacters.Draw();
if( m_pDancingCharacters )
m_pDancingCharacters->Draw();
m_quadBGBrightness.Draw();
for( int i=0; i<4; i++ )