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itgmania212121/stepmania/src/ScreenEz2SelectStyle.cpp
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/****************************************
ScreenEzSelectPlayer,cpp
Desc: See Header
Copyright (C):
Andrew Livy
*****************************************/
/* Includes */
#include "stdafx.h"
#include "ScreenEz2SelectStyle.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageMusic.h"
#include "ScreenTitleMenu.h"
#include "ScreenCaution.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "ScreenSelectDifficulty.h"
#include "ScreenSandbox.h"
#include "GameManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
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#include "GameConstantsAndTypes.h"
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#include "Background.h"
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#include "ScreenSelectGroup.h"
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/* Constants */
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const CString BG_ANIMS_DIR = "BGAnimations\\";
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const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
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/*
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const CString DANCE_STYLES[] = {
"easy",
"hard",
"real",
"double",
};
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*/
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enum DStyles {
DS_CLUB,
DS_EASY,
DS_HARD,
DS_REAL
};
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const float TWEEN_TIME = 0.35f;
const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
const float OPT_X[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_X-350,
CENTER_X,
CENTER_X+350,
CENTER_X+700,
}; // tells us the default X position
const float OPT_Y[NUM_EZ2STYLE_GRAPHICS] = {
CENTER_Y,
CENTER_Y,
CENTER_Y,
CENTER_Y,
}; // tells us the default Y position
const float CLUB_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[0]+0,
OPT_X[0]-350,
OPT_X[2]+0,
OPT_X[1]+0,
};
const float EASY_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[1]+0,
OPT_X[0]+0,
OPT_X[0]-350,
OPT_X[2]+0,
};
const float HARD_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[2]+0,
OPT_X[1]+0,
OPT_X[0]+0,
OPT_X[0]-350,
};
const float REAL_X[NUM_EZ2STYLE_GRAPHICS] = {
OPT_X[3]+0,
OPT_X[2]+0,
OPT_X[1]+0,
OPT_X[0]+0,
};
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const float OPT_XP[NUM_EZ2P_GRAPHICS] = {
CENTER_X+200, // This is the pad X
CENTER_X-200, // This is the pad X
CENTER_X-198, // This is the 1p X
CENTER_X+195, // This is the 2p X
}; // tells us the default X position
const float OPT_YP[NUM_EZ2P_GRAPHICS] = {
CENTER_Y+130,
CENTER_Y+130,
CENTER_Y+115,
CENTER_Y+115,
}; // tells us the default Y position
float ez2p_lasttimercheck[2];
int ez2p_bounce=0; // used for the bouncing of the '1p' and '2p' images
int ez2p_direct=0; // direction of the bouncing of the '1p' and '2p' images
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/************************************
ScreenEz2SelectStyle (Constructor)
Desc: Sets up the screen display
************************************/
ScreenEz2SelectStyle::ScreenEz2SelectStyle()
{
LOG->WriteLine( "ScreenEz2SelectStyle::ScreenEz2SelectStyle()" );
m_iSelectedStyle=0;
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ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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// Load in the sprites we will be working with.
for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
{
CString sPadGraphicPath;
switch( i )
{
case 0:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_3); //HACK! Would LIKE to have own filename :)
break;
case 1:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_0);
break;
case 2:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_1);
break;
case 3:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_INFO_GAME_0_STYLE_2);
break;
}
m_sprOpt[i].Load( sPadGraphicPath );
m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] );
m_sprOpt[i].SetZoom( 1 );
this->AddActor( &m_sprOpt[i] );
}
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for( i=0; i<NUM_EZ2P_GRAPHICS; i++ )
{
CString sPadGraphicPath;
switch( i )
{
case 0:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE);
break;
case 1:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE);
break;
case 2:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_MEDIUM_PICTURE);
break;
case 3:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_EASY_PICTURE);
break;
}
m_sprPly[i].Load( sPadGraphicPath );
m_sprPly[i].SetXY( OPT_XP[i], OPT_YP[i] );
m_sprPly[i].SetZoom( 1 );
this->AddActor( &m_sprPly[i] );
}
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m_Menu.Load(
THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
ssprintf("Use %c %c to select, then press START", char(1), char(2) )
);
this->AddActor( &m_Menu );
m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_STYLE_CHANGE) );
m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
m_soundInvalid.Load( THEME->GetPathTo(SOUND_MENU_INVALID) );
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// SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) );
if( !MUSIC->IsPlaying() )
{
MUSIC->Load( THEME->GetPathTo(SOUND_MUSIC_SCROLL_MUSIC) );
MUSIC->Play( true );
}
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if ( GAMEMAN->m_sMasterPlayerNumber == PLAYER_1 && GAMEMAN->m_CurStyle == STYLE_EZ2_SINGLE) //if p1 already selected hide graphic.
{
m_iSelectedPlayer = 0;
m_sprPly[1].BeginTweening( 0 );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( 0 );
m_sprPly[2].SetTweenZoomY( 0 );
}
else if ( GAMEMAN->m_sMasterPlayerNumber == PLAYER_2 && GAMEMAN->m_CurStyle == STYLE_EZ2_SINGLE) //if p2 already selected hide graphic.
{
m_iSelectedPlayer = 1;
m_sprPly[3].BeginTweening( 0 );
m_sprPly[3].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( 0 );
m_sprPly[0].SetTweenZoomY( 0 );
}
else // if both are already selected, hide the graphics alltogether
{
m_iSelectedPlayer = 2;
m_sprPly[1].BeginTweening( 0 );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( 0 );
m_sprPly[2].SetTweenZoomY( 0 );
m_sprPly[3].BeginTweening( 0 );
m_sprPly[3].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( 0 );
m_sprPly[0].SetTweenZoomY( 0 );
// hide the CLUB graphic...
m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
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m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
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MenuLeft( PLAYER_1 ); // shift left so that we're clean again.
}
GAMEMAN->m_CurStyle = STYLE_NONE; // why reset this? because we want player2 to be able to input at this stage.
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m_Menu.TweenOnScreenFromBlack( SM_None );
}
/************************************
~ScreenEz2SelectStyle (Destructor)
Desc: Writes line to log when screen
is terminated.
************************************/
ScreenEz2SelectStyle::~ScreenEz2SelectStyle()
{
LOG->WriteLine( "ScreenEz2SelectStyle::~ScreenEz2SelectStyle()" );
}
/************************************
DrawPrimitives
Desc: Draws the screen =P
************************************/
void ScreenEz2SelectStyle::DrawPrimitives()
{
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if (m_iSelectedPlayer != 2) // no need to animate graphics if we have no graphics to animate ;)
{
AnimateGraphics();
}
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m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
/************************************
Input
Desc: Handles player input.
************************************/
void ScreenEz2SelectStyle::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->WriteLine( "ScreenEz2SelectStyle::Input()" );
if( m_Menu.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
/************************************
HandleScreenMessage
Desc: Handles Screen Messages and changes
game states.
************************************/
void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_MenuTimer:
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MenuStart(PLAYER_INVALID);
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break;
case SM_GoToPrevState:
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
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SCREENMAN->SetNewScreen( new ScreenSelectGroup );
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break;
}
}
/************************************
MenuBack
Desc: Actions performed when a player
presses the button bound to back
************************************/
void ScreenEz2SelectStyle::MenuBack( const PlayerNumber p )
{
MUSIC->Stop();
m_Menu.TweenOffScreenToBlack( SM_GoToPrevState, true );
GAMEMAN->m_CurStyle = STYLE_NONE; // Make sure that both players can scroll around title menu...
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// m_Fade.CloseWipingLeft( SM_GoToPrevState );
// TweenOffScreen();
}
/************************************
MenuDown
Desc: Actions performed when a player
presses the button bound to down
************************************/
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void ScreenEz2SelectStyle::MenuDown( const PlayerNumber p )
{
MenuStart(p);
}
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/************************************
SetFadedStyles
Desc: Fades out non-highlighted items
depending on the users choice.
************************************/
void ScreenEz2SelectStyle::SetFadedStyles()
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[1].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[2].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[3].SetTweenDiffuseColor( OPT_NOT_SELECTED );
if (m_iSelectedStyle != 3)
{
m_sprOpt[m_iSelectedStyle + 1].SetTweenDiffuseColor( OPT_SELECTED );
}
else
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED );
}
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if (m_iSelectedPlayer == 2 && m_iSelectedStyle == DS_REAL)
{
m_sprOpt[1].SetTweenDiffuseColor( OPT_SELECTED );
}
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}
/************************************
MenuRight
Desc: Actions performed when a player
presses the button bound to right
************************************/
void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
{
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if (m_iSelectedPlayer != 2) // Single player
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{
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if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == 3 ) // wrap to the first dance style
m_iSelectedStyle = 0; // which is (club) easy (hard)
else
m_iSelectedStyle = m_iSelectedStyle + 1; // otherwise shuffle up a style...
if(m_iSelectedStyle == 2) // If it's HARD and CLUB needs to appear from the other side...
{
m_sprOpt[0].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if(m_iSelectedStyle == 3) // If it's REAL and EASY needs to appear from the other side...
{
m_sprOpt[1].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if(m_iSelectedStyle == 0) // If it's CLUB and HARD needs to appear from the other side...
{
m_sprOpt[2].SetXY( EASY_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[3].SetXY( EASY_X[m_iSelectedStyle]+1050, OPT_Y[0] ); // REAL must also move, due to the fact that it is the end item at the start, it moves differently to the rest.
}
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
SetFadedStyles();
}
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}
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else // Two Players (means NO club option...)
{
if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == DS_REAL ) // wrap to the last dance style
m_iSelectedStyle = DS_EASY;
else
m_iSelectedStyle = m_iSelectedStyle + 1;
if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
{
m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_EASY].SetXY( CLUB_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
{
m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
{
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]+350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
}
/* NOTE: Because we're really shifting three values using a setup for four values
the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
them playing double
*/
if (m_iSelectedStyle == DS_REAL)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_HARD)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_EASY)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
}
SetFadedStyles();
}
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}
/************************************
MenuLeft
Desc: Actions performed when a player
presses the button bound to left
************************************/
void ScreenEz2SelectStyle::MenuLeft( PlayerNumber p )
{
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if (m_iSelectedPlayer != 2) // Single player
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{
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if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == 0 ) // wrap to the last dance style
m_iSelectedStyle = 3;
else
m_iSelectedStyle = m_iSelectedStyle - 1;
if( m_iSelectedStyle == 3 )
{
m_sprOpt[3].SetXY( CLUB_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[2].SetXY( CLUB_X[m_iSelectedStyle]-1050, OPT_Y[0] );
}
else if( m_iSelectedStyle == 2 )
{
m_sprOpt[1].SetXY( HARD_X[m_iSelectedStyle]-700, OPT_Y[0] ); // First move it over the other side off-screen...
}
else if( m_iSelectedStyle == 1 )
{
m_sprOpt[0].SetXY( EASY_X[m_iSelectedStyle]-1050, OPT_Y[0] ); // First move it over the other side off-screen...
}
m_sprOpt[0].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[0].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[0].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[1].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[1].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[1].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[2].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[2].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[2].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[3].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[3].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[3].SetTweenY( OPT_Y[m_iSelectedStyle] );
SetFadedStyles();
}
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}
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else // Two Players (means NO club option...)
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{
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if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
{
if( m_iSelectedStyle == DS_EASY ) // wrap to the last dance style
m_iSelectedStyle = DS_REAL;
else
m_iSelectedStyle = m_iSelectedStyle - 1;
if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
{
m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
{
m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
{
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] ); // First move it over the other side off-screen...
m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
}
/* NOTE: Because we're really shifting three values using a setup for four values
the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
them playing double
*/
if (m_iSelectedStyle == DS_REAL)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_HARD)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
else if (m_iSelectedStyle == DS_EASY)
{
m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
}
SetFadedStyles();
}
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}
}
/************************************
MenuStart
Desc: Actions performed when a player
presses the button bound to start
************************************/
void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
{
// GAMEMAN->m_CurStyle = DANCE_STYLES[m_iSelectedStyle];
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if ((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1))
{
m_soundSelect.PlayRandom();
TweenPlyOffScreen();
m_iSelectedPlayer = 2; // set to BOTH players now.
// hide the CLUB graphic...
m_sprOpt[0].BeginTweening( 0 );
m_sprOpt[0].SetTweenZoomY( 0 );
m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
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m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
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MenuLeft( p ); // shift left so that we're clean again.
}
else
{
if (m_iSelectedPlayer == 2) // both players
{
m_soundInvalid.PlayRandom();
return;
}
else
{
if (m_iSelectedStyle == 0) // easy
{
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
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PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_EASY;
}
else if (m_iSelectedStyle == 1) // hard
{
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// m_soundInvalid.PlayRandom();
// return;
GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
PREFSMAN->m_PreferredDifficultyClass[p] = CLASS_MEDIUM;
}
else if (m_iSelectedStyle == 2) // real
{
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GAMEMAN->m_CurStyle = STYLE_EZ2_REAL;
//m_soundInvalid.PlayRandom();
//return;
}
else // club
{
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GAMEMAN->m_CurStyle = STYLE_EZ2_DOUBLE;
//m_soundInvalid.PlayRandom();
//return;
}
}
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m_soundSelect.PlayRandom();
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this->ClearMessageQueue();
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PREFSMAN->m_PlayMode = PLAY_MODE_ARCADE;
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m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
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TweenOffScreen();
}
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}
/************************************
TweenOffScreen
Desc: Squashes graphics before the screen
changes state.
************************************/
void ScreenEz2SelectStyle::TweenOffScreen()
{
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}
/************************************
AnimateGraphics
Desc: Animates the 1p/2p selection
************************************/
void ScreenEz2SelectStyle::AnimateGraphics()
{
//if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
{
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
ez2p_bounce+=1;
m_sprPly[2].SetXY( OPT_XP[2], OPT_YP[2] - ez2p_bounce);
m_sprPly[3].SetXY( OPT_XP[3], OPT_YP[3] - ez2p_bounce);
if (ez2p_bounce == 10)
{
ez2p_direct = 1;
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}
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}
else if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 1) // bounce 1p/2p down
{
ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
ez2p_bounce-=1;
m_sprPly[2].SetXY( OPT_XP[2], OPT_YP[2] - ez2p_bounce);
m_sprPly[3].SetXY( OPT_XP[3], OPT_YP[3] - ez2p_bounce);
if (ez2p_bounce == 0)
{
ez2p_direct = 0;
}
}
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}
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/************************************
TweenPlyOffScreen
Desc: Squashes Player Graphics off screen
When selected.
************************************/
void ScreenEz2SelectStyle::TweenPlyOffScreen()
{
m_sprPly[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[1].SetTweenZoomY( 0 );
m_sprPly[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[2].SetTweenZoomY( 0 );
m_sprPly[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[0].SetTweenZoomY( 0 );
m_sprPly[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprPly[3].SetTweenZoomY( 0 );
}