add name to Actor

This commit is contained in:
Chris Danford
2003-04-12 06:16:12 +00:00
parent ca1b94a043
commit e148806d1b
91 changed files with 555 additions and 786 deletions
+24 -24
View File
@@ -105,7 +105,7 @@ const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
ScreenGameplay::ScreenGameplay( bool bDemonstration )
ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
{
LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
@@ -626,7 +626,7 @@ void ScreenGameplay::LoadNextSong()
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
m_Background.BeginTweening( 2 );
m_Background.SetTweenDiffuse( RageColor(1,1,1,1) );
m_Background.SetDiffuse( RageColor(1,1,1,1) );
m_textSongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
@@ -970,7 +970,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
m_textDebug.StopTweening();
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,1) );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
return;
}
@@ -978,7 +978,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
{
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 1/8.f );
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
return;
}
@@ -1028,7 +1028,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 3 ); // sleep
m_textDebug.BeginTweening( 0.5f ); // fade out
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
break;
case SDLK_F8:
{
@@ -1062,7 +1062,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 3 ); // sleep
m_textDebug.BeginTweening( 0.5f ); // fade out
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
}
break;
case SDLK_F11:
@@ -1087,7 +1087,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 3 ); // sleep
m_textDebug.BeginTweening( 0.5f ); // fade out
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
}
break;
}
@@ -1406,10 +1406,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
/* // received while STATE_OUTRO
case SM_ShowCleared:
m_sprCleared.BeginTweening(1.0f);
m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprCleared.SetDiffuse( RageColor(1,1,1,1) );
m_sprCleared.BeginTweening(1.5f); // sleep
m_sprCleared.BeginTweening(0.7f);
m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprCleared.SetDiffuse( RageColor(1,1,1,0) );
SCREENMAN->PostMessageToTopScreen( SM_GoToStateAfterCleared, 4 );
break;
*/
@@ -1419,27 +1419,27 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// make the background invisible so we don't waste mem bandwidth drawing it
m_Background.BeginTweening( 1 );
m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
m_Background.SetDiffuse( RageColor(1,1,1,0) );
RageColor colorStage = GAMESTATE->GetStageColor();
colorStage.a *= 0.7f;
m_sprTryExtraStage.SetZoom( 4 );
m_sprTryExtraStage.BeginBlurredTweening( 0.8f, TWEEN_DECELERATE );
m_sprTryExtraStage.SetTweenZoom( 0.4f ); // zoom out
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.SetZoom( 0.4f ); // zoom out
m_sprTryExtraStage.SetDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.BeginTweening( 0.2f );
m_sprTryExtraStage.SetTweenZoom( 0.8f ); // bounce
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.SetZoom( 0.8f ); // bounce
m_sprTryExtraStage.SetDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.BeginTweening( 0.2f );
m_sprTryExtraStage.SetTweenZoom( 1.0f ); // come to rest
m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
m_sprTryExtraStage.SetZoom( 1.0f ); // come to rest
m_sprTryExtraStage.SetDiffuse( colorStage ); // and fade in
colorStage.a = 0;
m_sprTryExtraStage.BeginTweening( 2 ); // sleep
m_sprTryExtraStage.BeginTweening( 1 ); // fade out
m_sprTryExtraStage.SetTweenDiffuse( colorStage );
m_sprTryExtraStage.SetDiffuse( colorStage );
SCREENMAN->PostMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
}
break;
@@ -1514,7 +1514,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// make the background invisible so we don't waste power drawing it
m_Background.BeginTweening( 1 );
m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
m_Background.SetDiffuse( RageColor(1,1,1,0) );
// show the survive time if extra stage
// TODO: Move this animation to a metric?
@@ -1528,10 +1528,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_textSurviveTime.SetText( "TIME: " + SecondsToTime(fMaxSurviveSeconds) );
m_textSurviveTime.BeginTweening( 0.3f ); // sleep
m_textSurviveTime.BeginTweening( 0.3f ); // fade in
m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,1) );
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,1) );
m_textSurviveTime.BeginTweening( 3.5f ); // sleep
m_textSurviveTime.BeginTweening( 0.5f ); // fade out
m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
}
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
@@ -1594,7 +1594,7 @@ void ScreenGameplay::TweenOnScreen()
apActorsInLifeFrame[i]->SetY( fOriginalY-100 );
apActorsInLifeFrame[i]->BeginTweening( 0.5f ); // sleep
apActorsInLifeFrame[i]->BeginTweening( 1 );
apActorsInLifeFrame[i]->SetTweenY( fOriginalY );
apActorsInLifeFrame[i]->SetY( fOriginalY );
}
@@ -1614,7 +1614,7 @@ void ScreenGameplay::TweenOnScreen()
apActorsInScoreFrame[i]->SetY( fOriginalY+100 );
apActorsInScoreFrame[i]->BeginTweening( 0.5f ); // sleep
apActorsInScoreFrame[i]->BeginTweening( 1 );
apActorsInScoreFrame[i]->SetTweenY( fOriginalY );
apActorsInScoreFrame[i]->SetY( fOriginalY );
}
for( p=0; p<NUM_PLAYERS; p++ )
@@ -1623,7 +1623,7 @@ void ScreenGameplay::TweenOnScreen()
m_DifficultyIcon[p].SetX( (p==PLAYER_1) ? fOriginalX-200 : fOriginalX+200 );
m_DifficultyIcon[p].BeginTweening( 0.5f ); // sleep
m_DifficultyIcon[p].BeginTweening( 1 );
m_DifficultyIcon[p].SetTweenX( fOriginalX );
m_DifficultyIcon[p].SetX( fOriginalX );
}
}
@@ -1636,6 +1636,6 @@ void ScreenGameplay::ShowOniGameOver( PlayerNumber pn )
{
m_sprOniGameOver[pn].SetDiffuse( RageColor(1,1,1,1) );
m_sprOniGameOver[pn].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprOniGameOver[pn].SetTweenY( CENTER_Y );
m_sprOniGameOver[pn].SetY( CENTER_Y );
m_sprOniGameOver[pn].SetEffectBob( 4, RageVector3(0,6,0) );
}