This commit is contained in:
Glenn Maynard
2004-10-26 19:23:41 +00:00
parent 080c78c0dc
commit f20e832c0d
+4 -8
View File
@@ -38,6 +38,10 @@ bool ReceptorArrow::Load( CString NoteSkin, PlayerNumber pn, int iColNo )
m_pPressBlock.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"KeypressBlock") );
m_pReceptorWaiting->Command( "effectclock,beat" );
m_pReceptorGo->Command( "effectclock,beat" );
m_pPressBlock->Command( "effectclock,beat" );
// draw pressblock before receptors
this->AddChild( m_pPressBlock );
this->AddChild( m_pReceptorWaiting );
@@ -50,14 +54,6 @@ void ReceptorArrow::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
float fPercentIntoBeat = GAMESTATE->m_fSongBeat;
wrap(fPercentIntoBeat, 1); /* Beats can start in very negative territory */
// TODO: Generalize this to allow any actor to animate based on the beat.
m_pReceptorWaiting->SetSecondsIntoAnimation( fPercentIntoBeat );
m_pReceptorGo->SetSecondsIntoAnimation( fPercentIntoBeat );
m_pPressBlock->SetSecondsIntoAnimation( fPercentIntoBeat );
// update pressblock alignment based on scroll direction
bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].GetReversePercentForColumn(m_iColNo) > 0.5;
m_pPressBlock->SetVertAlign( bReverse ? Actor::align_bottom : Actor::align_top );