per-player NoteSkin

NoteSkin selected on PlayerOptions screen
tweaked judgement appearance
marvelous judgement glow
ActorEffect cleanup
This commit is contained in:
Chris Danford
2003-02-17 12:19:42 +00:00
parent 6d96209d14
commit 032bf447f3
46 changed files with 706 additions and 682 deletions
+126
View File
@@ -0,0 +1,126 @@
#include "global.h"
/*
-----------------------------------------------------------------------------
Class: Judgment
Desc: See header
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Judgment.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "ThemeManager.h"
CachedThemeMetric WORD_X ("Judgment","WordX");
CachedThemeMetric WORD_Y ("Judgment","WordY");
CachedThemeMetric MARVELOUS_ZOOM ("Judgment","MarvelousZoom");
CachedThemeMetric PERFECT_ZOOM ("Judgment","PerfectZoom");
CachedThemeMetric GREAT_ZOOM ("Judgment","GreatZoom");
CachedThemeMetric GOOD_ZOOM ("Judgment","GoodZoom");
CachedThemeMetric BOO_ZOOM ("Judgment","BooZoom");
CachedThemeMetric J_TWEEN_SECONDS ("Judgment","TweenSeconds");
CachedThemeMetric J_SHOW_SECONDS ("Judgment","ShowSeconds");
Judgment::Judgment()
{
WORD_X.Refresh();
WORD_Y.Refresh();
MARVELOUS_ZOOM.Refresh();
PERFECT_ZOOM.Refresh();
GREAT_ZOOM.Refresh();
GOOD_ZOOM.Refresh();
BOO_ZOOM.Refresh();
J_TWEEN_SECONDS.Refresh();
J_SHOW_SECONDS.Refresh();
m_fShowCountdown = 0;
m_sprJudgment.Load( THEME->GetPathTo("Graphics","gameplay Judgment 1x6") );
m_sprJudgment.SetXY( WORD_X, WORD_Y );
m_sprJudgment.StopAnimating();
m_sprJudgment.TurnShadowOn();
this->AddChild( &m_sprJudgment );
}
void Judgment::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
m_fShowCountdown -= fDeltaTime;
if( m_fShowCountdown < 0 )
m_fShowCountdown = 0;
}
void Judgment::DrawPrimitives()
{
if( m_fShowCountdown > 0 )
{
ActorFrame::DrawPrimitives();
}
}
void Judgment::SetJudgment( TapNoteScore score )
{
//LOG->Trace( "Judgment::SetJudgment()" );
switch( score )
{
case TNS_MARVELOUS: m_sprJudgment.SetState( 0 ); break;
case TNS_PERFECT: m_sprJudgment.SetState( 1 ); break;
case TNS_GREAT: m_sprJudgment.SetState( 2 ); break;
case TNS_GOOD: m_sprJudgment.SetState( 3 ); break;
case TNS_BOO: m_sprJudgment.SetState( 4 ); break;
case TNS_MISS: m_sprJudgment.SetState( 5 ); break;
default: ASSERT(0);
}
m_fShowCountdown = J_SHOW_SECONDS;
m_sprJudgment.SetEffectNone();
m_sprJudgment.StopTweening();
if( score == TNS_MISS )
{
// falling down
m_sprJudgment.SetY( -20 );
m_sprJudgment.BeginTweening( J_SHOW_SECONDS );
m_sprJudgment.SetTweenY( 20 );
}
else if( score == TNS_BOO )
{
// vibrate
m_sprJudgment.SetY( 0 );
m_sprJudgment.SetZoom( 1.0f );
m_sprJudgment.SetEffectVibrating();
}
else
{
// zooming out
float fZoom;
switch( score )
{
case TNS_MARVELOUS: fZoom = MARVELOUS_ZOOM; break;
case TNS_PERFECT: fZoom = PERFECT_ZOOM; break;
case TNS_GREAT: fZoom = GREAT_ZOOM; break;
case TNS_GOOD: fZoom = GOOD_ZOOM; break;
default: ASSERT(0); fZoom = 1; break;
}
m_sprJudgment.SetY( 0 );
m_sprJudgment.SetZoom( fZoom );
m_sprJudgment.BeginTweening( J_TWEEN_SECONDS );
m_sprJudgment.SetTweenZoom( 1 );
}
if( score == TNS_MARVELOUS )
m_sprJudgment.SetEffectGlowBlinking(0.05f, RageColor(1,1,1,0), RageColor(1,1,1,0.5f));
else
m_sprJudgment.SetEffectNone();
}