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itgmania212121/stepmania/src/ScreenGameplay.h
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/*
-----------------------------------------------------------------------------
Class: ScreenGameplay
Desc: The music plays, the notes scroll, and the Player is pressing buttons.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Sprite.h"
#include "TransitionStarWipe.h"
#include "TransitionFade.h"
#include "BitmapText.h"
#include "Player.h"
#include "RandomSample.h"
#include "RandomStream.h"
#include "FocusingSprite.h"
#include "RageMusic.h"
#include "MotionBlurSprite.h"
#include "Background.h"
#include "LifeMeterBar.h"
#include "ScoreDisplayRolling.h"
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#include "DifficultyBanner.h"
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class ScreenGameplay : public Screen
{
public:
ScreenGameplay();
virtual ~ScreenGameplay();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
enum DancingState {
STATE_INTRO = 0, // not allowed to press Back
STATE_DANCING,
STATE_OUTRO, // not allowed to press Back
NUM_DANCING_STATES
};
private:
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void TweenOnScreen();
void TweenOffScreen();
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void SaveSummary();
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void LoadNextSong();
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DancingState m_DancingState;
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Song* m_pCurSong; // nearest songs are on back of queue
CArray<Song*,Song*> m_apSongQueue; // nearest songs are on back of queue
CArray<Notes*,Notes*> m_apNotesQueue[NUM_PLAYERS]; // nearest notes are on back of queue
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bool m_bBothHaveFailed;
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float m_fTimeLeftBeforeDancingComment; // this counter is only running while STATE_DANCING
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Background m_Background;
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ActorFrame m_frameTop;
Sprite m_sprTopFrame;
Quad m_quadLifeMeterBG[NUM_PLAYERS]; // just a black quad to fill in hole for the life meter
LifeMeterBar m_LifeMeter[NUM_PLAYERS];
BitmapText m_textStageNumber;
ActorFrame m_frameBottom;
Sprite m_sprBottomFrame;
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ScoreDisplayRolling m_ScoreDisplay[NUM_PLAYERS];
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BitmapText m_textPlayerOptions[NUM_PLAYERS];
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BitmapText m_textDebug;
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TransitionStarWipe m_StarWipe;
FocusingSprite m_sprReady;
FocusingSprite m_sprHereWeGo;
FocusingSprite m_sprCleared;
MotionBlurSprite m_sprFailed;
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Player m_Player[NUM_PLAYERS];
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DifficultyBanner m_DifficultyBanner[NUM_PLAYERS];
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RandomSample m_soundFail;
RandomSample m_announcerReady;
RandomSample m_announcerHereWeGo;
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RandomSample m_announcerDanger;
RandomSample m_announcerGood;
RandomSample m_announcerHot;
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RandomStream m_announcerCleared;
RandomStream m_announcerFailComment;
RandomStream m_announcerGameOver;
RandomSample m_soundAssistTick;
RageSoundStream m_soundMusic;
};