Glenn Maynard
037618529c
A lot of screens have TweenOffScreen functions; SWME has that, and it's not
...
virtual, so the names are clashing and confusing. This should probably just
be virtual. As an incremental step to that, rename all derived TweenOnScreen
and TweenOffScreen screen functions to TweenOursOnScreen and
TweenOursOffScreen.
2005-07-14 22:23:39 +00:00
Glenn Maynard
498b049c19
remove unused
2005-07-12 05:33:06 +00:00
Glenn Maynard
e956001268
revert. This isn't ideal, but is perfectly valid and works fine. You can't SetNewScreen from the ctor, but you can post a message to SetNewScreen from the next update. (I don't know what "engine level" means; this is the highest level code, engine code is the lowest.)
2005-07-07 20:16:02 +00:00
Ben Anderson
0ce3ef6fc6
We're not allowed to skip screens at the engine level; crash instead. (We're crashing anyway)
2005-07-07 15:10:54 +00:00
Glenn Maynard
28133ca105
cleanup
2005-07-07 10:29:04 +00:00
Glenn Maynard
11a28632bc
fix assert
2005-07-03 06:55:31 +00:00
Steve Checkoway
578b2f5c39
Don't break after return. It confuses g++ (slightly).
2005-06-19 00:28:12 +00:00
Chris Danford
bbadc010f4
Implement ScreenMiniMenu with ScreenOptions
2005-03-20 06:41:56 +00:00
Chris Danford
48e6cb1a69
rename back -> cancel because "back" conflicts with "background"
2005-03-20 06:14:41 +00:00
Glenn Maynard
456c2074e7
do "skip screen" tests in Init(), since Init() is still called even if we
...
SetNewScreen() in the screen ctor
2005-02-23 22:36:00 +00:00
Chris Danford
5cdaec5edf
don't Init if no characters
2005-02-23 22:13:29 +00:00
Glenn Maynard
b51b0cfb4c
Use Init() for all screens, so we can set state before the base class
...
members are loaded--they'll see resets, score finalization, etc. It
also results in smaller code, due to a g++ bug that causes constructors
to be emitted several times.
2005-02-23 06:29:05 +00:00
Chris Danford
4223e09cc8
GetPathTo -> GetPath
2005-02-06 03:32:53 +00:00
Chris Danford
a24bd3014c
cleanup: "(PlayerNumber)" -> ""
2005-01-31 03:18:46 +00:00
Chris Danford
8555a6da45
use Lua to execute commands
...
(needs cleanup)
2005-01-26 11:21:43 +00:00
Chris Danford
ed19821e09
rename: ActorCommand -> Command
...
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford
7f336c2ce6
self-registering screen classes
2004-11-26 17:28:47 +00:00
Chris Danford
bcbe615c0d
Pass ActorCommand structures to Actor instead of unparsed command strings.
...
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00
Glenn Maynard
94d0cba859
RageSounds -> GameSoundManager
2004-07-08 00:10:34 +00:00
Glenn Maynard
e4d124dd91
license update
2004-06-08 05:22:33 +00:00
Thad Ward
cfc3e3f3b1
fix warning.
2004-05-24 08:29:48 +00:00
Chris Danford
a9db266eb2
"for( p=0; p<NUM_PLAYERS; p++ )" -> "FOREACH_PlayerNumber( p )"
2004-05-24 08:16:17 +00:00
Chris Danford
ba93ee8469
"for( int p=0; p<NUM_PLAYERS; p++ )" -> "FOREACH_PlayerNumber( p )"
2004-05-24 06:10:11 +00:00
Glenn Maynard
282e502e6d
fix ScreenSelectCharacter timer
2004-05-08 06:42:23 +00:00
Chris Danford
58d63cb476
make draw order separate from Z value
...
add "PageType" graphic to ScreenEvaluation
2004-05-02 03:01:27 +00:00
Chris Danford
6590bd2d48
don't load multiple copies of "common start" or "common invalid" sound
2004-05-01 23:28:53 +00:00
Chris Danford
df5cd5e813
move MenuElements into a base ScreenWithMenuElements so that metrics can be overridden using the Fallback mechanism
2004-05-01 23:19:33 +00:00
Chris Danford
dfba0c0c46
move screen flow logic into branches, not PlayMode specific metrics
2004-04-18 05:15:22 +00:00
Chris Danford
817976ff1f
add SortByZ to many screens
2004-02-13 05:39:15 +00:00
Glenn Maynard
884488732d
reduce MenuTimer dependencies
2003-11-07 20:10:38 +00:00
Glenn Maynard
c15e0cec49
Allow screen aliasing.
2003-09-27 22:30:51 +00:00
Glenn Maynard
8f5d2cc52d
Fix ScreenSelectCharacter crash.
2003-09-25 04:49:22 +00:00
Chris Danford
4414561fe6
add default character so Rave/Battle is playable without character models
2003-09-25 04:22:51 +00:00
Aaron VonderHaar
86fcd7e75a
Comment out some misleading code
2003-09-15 05:35:39 +00:00
Aaron VonderHaar
5fc1b3faaa
Need to return after SCREENMAN->Prompt
2003-09-14 17:52:27 +00:00
Thad Ward
3bca704638
Make the character icons tween on and off properly.
2003-09-08 18:57:12 +00:00
Thad Ward
f00db4ef5a
add missing if statement
2003-09-08 18:26:06 +00:00
Chris Danford
b48d78b866
fix Dancing Characters option setting "Select"
2003-09-07 23:35:48 +00:00
Glenn Maynard
5b17149520
Fix warning.
...
WRAP is only safe for the int range, since it needs to cast to int to
negate; so only allow int.
When possible, use a (possibly templated) inline function instead of
a #define.
2003-09-01 02:04:16 +00:00
Chris Danford
4263957f6c
add character icons to SelectCharacter screen
2003-08-31 22:45:07 +00:00
Thad Ward
1a6d60a6f1
make the character select screen optional for modes that don't require a character.
2003-08-27 02:48:32 +00:00
Thad Ward
b5553c9ab5
fix up ScreenSelectCharacter a bit and enable it for normal game mode.
2003-08-26 14:58:41 +00:00
Glenn Maynard
fe489cd281
SOUNDMAN -> SOUND
...
RageSoundManager.h -> RageSounds.h
2003-07-26 23:05:16 +00:00
Chris Danford
b2f5393026
finalize dancing character directory structure
...
better camera movements
animated face textures
2003-06-09 19:22:04 +00:00
Chris Danford
e15dcc2ab5
Load AI difficulty data at runtime from AI.ini
2003-04-21 02:41:10 +00:00
Chris Danford
448bdc7b6e
make calls to THEME->GetPathTo() more concise
2003-04-12 17:39:27 +00:00
Chris Danford
e148806d1b
add name to Actor
2003-04-12 06:16:12 +00:00
Chris Danford
145cc4eea4
don't load battle components unless PlayMode is battle
2003-04-07 23:06:33 +00:00
Glenn Maynard
f63ab036de
fix warning
2003-04-07 04:05:38 +00:00
Chris Danford
9eac2856a0
working on Disney Rave "Magic Dance" battle mode
2003-04-07 03:25:44 +00:00