Jeck - [JGE recompile needed] Shop cleanup, Interface enhancements.
Added basic transition system that works with GameApp's phases. Currently does a fade-out between elements, which works well in some places and not-so-well in others. We'll definitely want to think about where and where not to use it... they'd work a lot better if we could spawn a thread to handle loading the next state while transitioning. Also cleaned up the shop a bit, so it uses ReadButton() instead of GetButtonClick()-- hence the slight change to JGE. Added a tiled image for the task board, which loads conservatively (I tried 128x128, but it didn't look as good).
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@@ -37,6 +37,7 @@ void GameStateAwards::End()
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}
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void GameStateAwards::Start()
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{
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mParent->DoAnimation(TRANSITION_FADE_IN);
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char buf[256];
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mState = STATE_LISTVIEW;
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options.checkProfile();
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@@ -177,11 +178,11 @@ void GameStateAwards::Update(float dt)
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menu->Add(3, "Cancel");
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break;
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case PSP_CTRL_LTRIGGER:
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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break;
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case PSP_CTRL_CROSS:
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if(mState == STATE_LISTVIEW)
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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else{
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mState = STATE_LISTVIEW;
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SAFE_DELETE(detailview);
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@@ -321,7 +322,7 @@ void GameStateAwards::ButtonPressed(int controllerId, int controlId)
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if(controllerId == -102)
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switch (controlId){
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case 1:
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mParent->SetNextState(GAME_STATE_MENU);
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mParent->DoTransition(TRANSITION_FADE,GAME_STATE_MENU);
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showMenu = false;
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break;
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case 2:
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