simplify
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@@ -316,12 +316,16 @@ ScreenStage::ScreenStage()
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}
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m_sprbg[0].SetXY( CENTER_X, CENTER_Y+150); // this is where we want the red bar graphic....
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if (stage_mode == MODE_FINAL) // however in final...
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m_sprbg[0].SetXY( CENTER_X-30, CENTER_Y-160); // we want it somewhere else
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m_sprbg[0].ZoomToHeight( 100 ); // it's fairly high in normal
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if (stage_mode == MODE_FINAL) // but in final...
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m_sprbg[0].ZoomToHeight( 30 ); // it needs to be a bit more squashed
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if (stage_mode == MODE_FINAL)
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m_sprbg[0].SetXY( CENTER_X-30, CENTER_Y-160);
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else
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m_sprbg[0].SetXY( CENTER_X, CENTER_Y+150);
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// Fairly high in normal, "squashed" in final.
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if (stage_mode == MODE_FINAL)
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m_sprbg[0].ZoomToHeight( 30 );
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else
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m_sprbg[0].ZoomToHeight( 100 );
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m_sprbg[0].ZoomToWidth( SCREEN_WIDTH + 50 ); // no matter what... it's this wide
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m_sprbg[0].SetRotation( -20 ); // and is initially this rotation
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m_sprbg[0].BeginTweening(0.3f); // start tweening
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@@ -440,13 +444,6 @@ ScreenStage::ScreenStage()
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m_sprScrollingBlobs[j][i].StopAnimating();
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m_sprScrollingBlobs[j][i].SetState( 3+bg_modeoffset ); // shuffle the state according to offset
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// (final uses different blobs)
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}
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}
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for( j=0; j<2; j++) // 2 sets...
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{
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for (i=0; i<20; i++) // 20 blobs....
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{
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if (j == 0) // if it's the first set
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{
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m_sprScrollingBlobs[j][i].SetXY( CENTER_X-(SCREEN_WIDTH/2)-500-((i*i)*4), CENTER_Y + 135 ); // starting position
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@@ -463,13 +460,7 @@ ScreenStage::ScreenStage()
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m_sprScrollingBlobs[j][i].SetY( CENTER_Y+180 ); // different Y position for FINAL stage
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}
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}
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}
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}
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for( j=0; j<2; j++) // 2 sets...
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{
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for (i=0; i<20; i++) // 20 blobs...
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{
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m_sprScrollingBlobs[j][i].BeginTweening(0.2f * i / 7); // start them tweening, different delay for each blob
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if (j == 0) // set 1
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m_sprScrollingBlobs[j][i].SetTweenX(CENTER_X-(SCREEN_WIDTH/2)+30+(i*30.0f)); // keep them at equal distance when they arrive
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