resize banner frames to have DDR banner aspect ratio

break evaluation graphics into separate images for each player (to make animation easier and get rid of edge bleeding)
This commit is contained in:
Chris Danford
2003-07-04 18:42:53 +00:00
parent d310d0e252
commit 05395a76f9
17 changed files with 17 additions and 31 deletions
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+8 -8
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@@ -511,7 +511,7 @@ NextScreenNonstop=ScreenSelectCourse
NextScreenOni=ScreenSelectCourse NextScreenOni=ScreenSelectCourse
NextScreenEndless=ScreenSelectCourse NextScreenEndless=ScreenSelectCourse
NextScreenBattle=ScreenSelectMusic NextScreenBattle=ScreenSelectMusic
NextScreenRave=ScreenSelectMusic NextScreenRave=ScreenSelectCharacter
HelpText=Press START to continue HelpText=Press START to continue
TimerSeconds=15 TimerSeconds=15
@@ -522,17 +522,17 @@ BannerY=172
BannerOnCommand=addx,-400;bounceend,0.5;addx,400 BannerOnCommand=addx,-400;bounceend,0.5;addx,400
BannerOffCommand=bouncebegin,0.5;addx,-400 BannerOffCommand=bouncebegin,0.5;addx,-400
BannerWidth=284 BannerWidth=284
BannerHeight=92 BannerHeight=88
BannerFrameX=160 BannerFrameX=160
BannerFrameY=162 BannerFrameY=162
BannerFrameOnCommand=addx,-400;bounceend,0.5;addx,400 BannerFrameOnCommand=addx,-400;bounceend,0.5;addx,400
BannerFrameOffCommand=bouncebegin,0.5;addx,-400 BannerFrameOffCommand=bouncebegin,0.5;addx,-400
BPMX=160 BPMX=160
BPMY=118 BPMY=121
BPMOnCommand=addx,-400;bounceend,0.5;addx,400 BPMOnCommand=addx,-400;bounceend,0.5;addx,400
BPMOffCommand=bouncebegin,0.5;addx,-400 BPMOffCommand=bouncebegin,0.5;addx,-400
StageX=40 StageX=40
StageY=118 StageY=121
StageOnCommand=addx,-400;bounceend,0.5;addx,400 StageOnCommand=addx,-400;bounceend,0.5;addx,400
StageOffCommand=bouncebegin,0.5;addx,-400 StageOffCommand=bouncebegin,0.5;addx,-400
CDTitleX=252 CDTitleX=252
@@ -579,7 +579,7 @@ GraphY=334
GraphOnCommand= GraphOnCommand=
GraphOffCommand= GraphOffCommand=
SortIconX=252 SortIconX=252
SortIconY=118 SortIconY=121
SortIconOnCommand=addx,-400;bounceend,0.5;addx,400 SortIconOnCommand=addx,-400;bounceend,0.5;addx,400
SortIconOffCommand=bouncebegin,0.5;addx,-400 SortIconOffCommand=bouncebegin,0.5;addx,-400
ScoreFrameP1X=520 ScoreFrameP1X=520
@@ -976,15 +976,15 @@ LargeBannerY=100
LargeBannerOnCommand=addy,480;sleep,0.0;decelerate,0.3;addy,-480 LargeBannerOnCommand=addy,480;sleep,0.0;decelerate,0.3;addy,-480
LargeBannerOffCommand=sleep,0.8;accelerate,0.3;addy,480 LargeBannerOffCommand=sleep,0.8;accelerate,0.3;addy,480
StageX=320 StageX=320
StageY=66 StageY=72
StageOnCommand=addy,480;sleep,0.0;decelerate,0.3;addy,-480 StageOnCommand=addy,480;sleep,0.0;decelerate,0.3;addy,-480
StageOffCommand=sleep,0.8;accelerate,0.3;addy,480 StageOffCommand=sleep,0.8;accelerate,0.3;addy,480
DifficultyIconP1X=214 DifficultyIconP1X=214
DifficultyIconP1Y=70 DifficultyIconP1Y=80
DifficultyIconP1OnCommand=addy,480;sleep,0.0;decelerate,0.3;addy,-480 DifficultyIconP1OnCommand=addy,480;sleep,0.0;decelerate,0.3;addy,-480
DifficultyIconP1OffCommand=sleep,0.8;accelerate,0.3;addy,480 DifficultyIconP1OffCommand=sleep,0.8;accelerate,0.3;addy,480
DifficultyIconP2X=426 DifficultyIconP2X=426
DifficultyIconP2Y=70 DifficultyIconP2Y=80
DifficultyIconP2OnCommand=addy,480;sleep,0.0;decelerate,0.3;addy,-480 DifficultyIconP2OnCommand=addy,480;sleep,0.0;decelerate,0.3;addy,-480
DifficultyIconP2OffCommand=sleep,0.8;accelerate,0.3;addy,480 DifficultyIconP2OffCommand=sleep,0.8;accelerate,0.3;addy,480
PlayerOptionsP1X=200 PlayerOptionsP1X=200
+9 -23
View File
@@ -365,9 +365,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) ) if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip continue; // skip
m_sprGradeFrame[p].Load( THEME->GetPathToG("ScreenEvaluation grade frame 1x2") ); m_sprGradeFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation grade frame p%d",p+1)) );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetName( ssprintf("GradeFrameP%d",p+1) ); m_sprGradeFrame[p].SetName( ssprintf("GradeFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprGradeFrame[p], "ScreenEvaluation" ); UtilSetXYAndOnCommand( m_sprGradeFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprGradeFrame[p] ); this->AddChild( &m_sprGradeFrame[p] );
@@ -389,9 +387,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
{ {
for( p=0; p<NUM_PLAYERS; p++ ) for( p=0; p<NUM_PLAYERS; p++ )
{ {
m_sprPercentFrame[p].Load( THEME->GetPathToG("ScreenEvaluation percent frame 1x2") ); m_sprPercentFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation percent frame p%d",p+1)) );
m_sprPercentFrame[p].StopAnimating();
m_sprPercentFrame[p].SetState( p );
m_sprPercentFrame[p].SetName( ssprintf("PercentFrameP%d",p+1) ); m_sprPercentFrame[p].SetName( ssprintf("PercentFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprPercentFrame[p], "ScreenEvaluation" ); UtilSetXYAndOnCommand( m_sprPercentFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprPercentFrame[p] ); this->AddChild( &m_sprPercentFrame[p] );
@@ -440,26 +436,20 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) ) if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip continue; // skip
m_sprBonusFrame[p].Load( THEME->GetPathToG("ScreenEvaluation bonus frame 2x1") ); m_sprBonusFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bonus frame p%d",p+1)) );
m_sprBonusFrame[p].StopAnimating();
m_sprBonusFrame[p].SetState( p );
m_sprBonusFrame[p].SetName( ssprintf("BonusFrameP%d",p+1) ); m_sprBonusFrame[p].SetName( ssprintf("BonusFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprBonusFrame[p], "ScreenEvaluation" ); UtilSetXYAndOnCommand( m_sprBonusFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprBonusFrame[p] ); this->AddChild( &m_sprBonusFrame[p] );
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ ) // foreach line for( int r=0; r<NUM_RADAR_CATEGORIES; r++ ) // foreach line
{ {
m_sprPossibleBar[p][r].Load( THEME->GetPathToG("ScreenEvaluation bars possible 1x2") ); m_sprPossibleBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bars possible p%d",p+1)) );
m_sprPossibleBar[p][r].StopAnimating();
m_sprPossibleBar[p][r].SetState( p );
m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarPossible[p][r] ); m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarPossible[p][r] );
m_sprPossibleBar[p][r].SetName( ssprintf("BarPossible%dP%d",r+1,p+1) ); m_sprPossibleBar[p][r].SetName( ssprintf("BarPossible%dP%d",r+1,p+1) );
UtilSetXYAndOnCommand( m_sprPossibleBar[p][r], "ScreenEvaluation" ); UtilSetXYAndOnCommand( m_sprPossibleBar[p][r], "ScreenEvaluation" );
this->AddChild( &m_sprPossibleBar[p][r] ); this->AddChild( &m_sprPossibleBar[p][r] );
m_sprActualBar[p][r].Load( THEME->GetPathToG("ScreenEvaluation bars actual 1x2") ); m_sprActualBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bars actual p%d",p+1)) );
m_sprActualBar[p][r].StopAnimating();
m_sprActualBar[p][r].SetState( p );
m_sprActualBar[p][r].SetWidth( m_sprActualBar[p][r].GetUnzoomedWidth() * stageStats.fRadarActual[p][r] ); m_sprActualBar[p][r].SetWidth( m_sprActualBar[p][r].GetUnzoomedWidth() * stageStats.fRadarActual[p][r] );
m_sprActualBar[p][r].SetName( ssprintf("BarActual%dP%d",r+1,p+1) ); m_sprActualBar[p][r].SetName( ssprintf("BarActual%dP%d",r+1,p+1) );
UtilSetXYAndOnCommand( m_sprActualBar[p][r], "ScreenEvaluation" ); UtilSetXYAndOnCommand( m_sprActualBar[p][r], "ScreenEvaluation" );
@@ -480,9 +470,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) ) if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip continue; // skip
m_sprSurvivedFrame[p].Load( THEME->GetPathToG("ScreenEvaluation survived frame 2x1") ); m_sprSurvivedFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation survived frame p%d",p+1)) );
m_sprSurvivedFrame[p].StopAnimating();
m_sprSurvivedFrame[p].SetState( p );
m_sprSurvivedFrame[p].SetName( ssprintf("SurvivedFrameP%d",p+1) ); m_sprSurvivedFrame[p].SetName( ssprintf("SurvivedFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprSurvivedFrame[p], "ScreenEvaluation" ); UtilSetXYAndOnCommand( m_sprSurvivedFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprSurvivedFrame[p] ); this->AddChild( &m_sprSurvivedFrame[p] );
@@ -506,16 +494,14 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) ) if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip continue; // skip
m_sprWinFrame[p].Load( THEME->GetPathToG("ScreenEvaluation win frame 2x1") ); m_sprWinFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win frame p%d",p+1)) );
m_sprWinFrame[p].StopAnimating();
m_sprWinFrame[p].SetState( p );
m_sprWinFrame[p].SetName( ssprintf("WinFrameP%d",p+1) ); m_sprWinFrame[p].SetName( ssprintf("WinFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprWinFrame[p], "ScreenEvaluation" ); UtilSetXYAndOnCommand( m_sprWinFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprWinFrame[p] ); this->AddChild( &m_sprWinFrame[p] );
m_sprWin[p].Load( THEME->GetPathToG("ScreenEvaluation win 2x3") ); m_sprWin[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win p%d 1x3",p+1)) );
m_sprWin[p].StopAnimating(); m_sprWin[p].StopAnimating();
int iFrame = GAMESTATE->GetStageResult( (PlayerNumber)p )*2 + p; int iFrame = GAMESTATE->GetStageResult( (PlayerNumber)p );
m_sprWin[p].SetState( iFrame ); m_sprWin[p].SetState( iFrame );
m_sprWin[p].SetName( ssprintf("WinP%d",p+1) ); m_sprWin[p].SetName( ssprintf("WinP%d",p+1) );
UtilSetXYAndOnCommand( m_sprWin[p], "ScreenEvaluation" ); UtilSetXYAndOnCommand( m_sprWin[p], "ScreenEvaluation" );