#include "global.h" /* ----------------------------------------------------------------------------- Class: CharacterHead Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "CharacterHead.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "MusicWheel.h" #include "CharacterHead.h" #include "RageTimer.h" #include "ThemeManager.h" #include "GameState.h" #include "Character.h" const float SECONDS_TO_SHOW_FACE = 1.5f; CharacterHead::CharacterHead() { } void CharacterHead::LoadFromCharacter( Character* pCharacter ) { CString sHeadPath = pCharacter->GetHeadPath(); if( sHeadPath.empty() ) return; Load( sHeadPath ); ASSERT( this->GetNumStates() == NUM_FACES ); StopAnimating(); SetFace( normal ); } void CharacterHead::Update( float fDelta ) { if( this->GetTexture() == NULL ) return; /* not loaded */ if( m_fSecondsUntilReturnToNormal > 0 ) { m_fSecondsUntilReturnToNormal -= fDelta; if( m_fSecondsUntilReturnToNormal < 0 ) { m_fSecondsUntilReturnToNormal = 0; this->SetState( normal ); } } if( GAMESTATE->m_fOpponentHealthPercent == 0 ) this->SetState( defeated ); Sprite::Update( fDelta ); } void CharacterHead::SetFace( Face face ) { if( GAMESTATE->m_fOpponentHealthPercent == 0 ) return; this->SetState( face ); m_fSecondsUntilReturnToNormal = SECONDS_TO_SHOW_FACE; }