#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: GhostArrowRow Desc: A graphic displayed in the GhostArrowRow during Dancing. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "GhostArrowRow.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "ArrowEffects.h" #include "GameManager.h" #include "GameState.h" #include "PrefsManager.h" GhostArrowRow::GhostArrowRow() { m_iNumCols = 0; } void GhostArrowRow::Load( PlayerNumber pn ) { m_PlayerNumber = pn; const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); m_iNumCols = pStyleDef->m_iColsPerPlayer; // init arrows for( int c=0; cGetPathTo(c, "tap explosion dim") ); m_GhostArrowRowBright[c].Load( GAMEMAN->GetPathTo(c, "tap explosion bright") ); m_HoldGhostArrowRow[c].Load( GAMEMAN->GetPathTo(c, "hold explosion") ); m_GhostArrowRow[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset ); m_GhostArrowRowBright[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset ); m_HoldGhostArrowRow[c].SetX( pStyleDef->m_ColumnInfo[pn][c].fXOffset ); } } void GhostArrowRow::Update( float fDeltaTime ) { for( int c=0; c= 0 && iCol < m_iNumCols ); if( bBright ) m_GhostArrowRowBright[iCol].Step( score ); else m_GhostArrowRow[iCol].Step( score ); } void GhostArrowRow::HoldNote( int iCol ) { ASSERT( iCol >= 0 && iCol < m_iNumCols ); m_HoldGhostArrowRow[iCol].Step(); }