ScreenHowToPlay.. minor fixes. Animation probs, but will fix later tonight. Textures are correctly displayed now, tho

This commit is contained in:
Kevin Slaughter
2003-08-20 09:57:19 +00:00
parent 8a674e0836
commit e8a977310a
2 changed files with 31 additions and 10 deletions
+27 -4
View File
@@ -16,6 +16,7 @@
#include "GameState.h" #include "GameState.h"
#include "GameDef.h" #include "GameDef.h"
#include "RageLog.h" #include "RageLog.h"
#include "RageDisplay.h"
#include "SongManager.h" #include "SongManager.h"
#include "NoteFieldPositioning.h" #include "NoteFieldPositioning.h"
#include "GameManager.h" #include "GameManager.h"
@@ -51,7 +52,7 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
// Display character // Display character+pad
if( GAMESTATE->m_pCharacters.size() ) if( GAMESTATE->m_pCharacters.size() )
{ {
int iRnd; int iRnd;
@@ -59,10 +60,15 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
if( iRnd != 0 ) if( iRnd != 0 )
{ {
m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() ); m_mCharacter.LoadMilkshapeAscii( GAMESTATE->m_pCharacters[iRnd]->GetModelPath() );
m_mDancePad.LoadMilkshapeAscii("Characters\\DancePad-DDR.bones.txt");
m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() ); m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", GAMESTATE->m_pCharacters[iRnd]->GetHowToPlayAnimationPath() );
m_mCharacter.SetZoom(20);
m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,100;Y,425"); m_mCharacter.SetRotationX( 40 );
m_mDancePad.SetRotationX( 35 );
m_mCharacter.Command("X,150;Y,300;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,120;Y,400");
m_mDancePad.Command("X,40;Y,310;Zoom,15;RotationY,180;sleep,4.7;linear,1.0;RotationY,360;Zoom,20;X,230;Y,390");
this->AddChild(&m_mCharacter); this->AddChild(&m_mCharacter);
this->AddChild(&m_mDancePad);
} }
} }
// //
@@ -189,7 +195,6 @@ void ScreenHowToPlay::Update( float fDelta )
}; };
m_mCharacter.Update( (0+(fDelta*1.08f)) ); m_mCharacter.Update( (0+(fDelta*1.08f)) );
//m_mCharacter.Draw();
}; };
} }
@@ -209,3 +214,21 @@ void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
} }
ScreenAttract::HandleScreenMessage( SM ); ScreenAttract::HandleScreenMessage( SM );
} }
void ScreenHowToPlay::DrawPrimitives()
{
Screen::DrawPrimitives();
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.5,0.5,0.5,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
m_mDancePad.Draw();
m_mCharacter.Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
+2 -4
View File
@@ -24,19 +24,17 @@ public:
virtual void Update( float fDelta ); virtual void Update( float fDelta );
virtual void HandleScreenMessage( const ScreenMessage SM ); virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void DrawPrimitives();
protected: protected:
LifeMeterBar m_LifeMeter; LifeMeterBar m_LifeMeter;
Player m_Player; Player m_Player;
Model m_mCharacter; Model m_mCharacter;
Model m_mDancePad;
Song* m_pSong; Song* m_pSong;
float m_fFakeSecondsIntoSong; float m_fFakeSecondsIntoSong;
float m_fSecondsUntilNextKeyFrame; float m_fSecondsUntilNextKeyFrame;
/*#define NUM_KEY_FRAMES 10
float m_fKeyFrames[NUM_KEY_FRAMES];
float m_fCurKeyFrame;*/
}; };