Fix points animation

This commit is contained in:
Flamefire committed 2013-09-20 19:32:50 +02:00
1 parent 63ef16b0a7
commit 148aa0072d
1 file changed
+17 -8
+17 -8
View File
@@ -158,12 +158,12 @@ namespace Vocaluxe.Screens
if (direction.ToLower() == "vertical")
{
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.W = ((float)_StaticPointsBarDrawnPoints[p]) *
(_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.W / 10000);
(_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.W / CSettings.MaxScore);
}
else
{
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.H = ((float)_StaticPointsBarDrawnPoints[p]) *
(_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.H / 10000);
(_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.H / CSettings.MaxScore);
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.Y = _Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.H +
_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.Y -
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.H;
@@ -291,6 +291,7 @@ namespace Vocaluxe.Screens
players[p].Points = (int)Math.Round(players[p].Points / CGame.NumRounds);
}
var pointAnimDirection = (string)_ScreenSettings[_ScreenSettingAnimationDirection].GetValue();
for (int p = 0; p < players.Length; p++)
{
string name = CProfiles.GetPlayerName(players[p].ProfileID, p);
@@ -323,8 +324,7 @@ namespace Vocaluxe.Screens
_Texts[_TextRatings[p, CGame.NumPlayer - 1]].Text = CLanguage.Translate(_GetRating((int)Math.Round(players[p].Points)));
_StaticPointsBarDrawnPoints[p] = 0.0;
var direction = (string)_ScreenSettings[_ScreenSettingAnimationDirection].GetValue();
if (direction.ToLower() == "vertical")
if (pointAnimDirection.ToLower() == "vertical")
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.W = 0;
else
{
@@ -341,10 +341,19 @@ namespace Vocaluxe.Screens
{
for (int p = 0; p < CGame.NumPlayer; p++)
{
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.H = ((float)players[p].Points) * (_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.H / 10000);
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.Y = _Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.H +
_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.Y -
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.H;
if (pointAnimDirection.ToLower() == "vertical")
{
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.W = ((float)players[p].Points) *
(_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.W / CSettings.MaxScore);
}
else
{
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.H = ((float)players[p].Points) *
(_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.H / CSettings.MaxScore);
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.Y = _Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.H +
_Statics[_StaticPointsBarBG[p, CGame.NumPlayer - 1]].Rect.Y -
_Statics[_StaticPointsBar[p, CGame.NumPlayer - 1]].Rect.H;
}
_StaticPointsBarDrawnPoints[p] = players[p].Points;
}
}