NEW FEATURE: Animated score while dancing
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: ScoreDisplayRolling.h
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Desc: A graphic displayed in the ScoreDisplayRolling during Dancing.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#include "ScoreDisplayRolling.h"
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#include "RageUtil.h"
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#include "ThemeManager.h"
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const float TIME_BETWEEN_TICKS = 0.05f;
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ScoreDisplayRolling::ScoreDisplayRolling()
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{
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RageLog( "ScoreDisplayRolling::ScoreDisplayRolling()" );
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for( int i=0; i<MAX_SCORE_DIGITS; i++ )
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{
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m_textDigits[i].Load( THEME->GetPathTo(FONT_SCORE_NUMBERS) );
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m_textDigits[i].TurnShadowOff();
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// get the width of the numbers
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m_textDigits[i].SetText( "0" );
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float fCharWidth = m_textDigits[i].GetWidestLineWidthInSourcePixels();
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m_textDigits[i].SetText( " " );
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float fCharOffsetsFromCenter = i - float(MAX_SCORE_DIGITS-1)/2;
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m_textDigits[i].SetXY( fCharOffsetsFromCenter * fCharWidth, 0 );
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iCurrentScoreDigits[i] = 0;
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iDestinationScoreDigits[i] = 0;
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this->AddActor( &m_textDigits[i] );
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}
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m_fTimeUntilNextTick = 0;
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SetScore( 0 );
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}
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void ScoreDisplayRolling::SetScore( float fNewScore )
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{
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// super inefficient (but isn't called very often)
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CString sFormatString = ssprintf( "%%%d.0f", MAX_SCORE_DIGITS );
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CString sScore = ssprintf( sFormatString, fNewScore );
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for( int i=0; i<MAX_SCORE_DIGITS; i++ )
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{
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iDestinationScoreDigits[i] = atoi( sScore.Mid(i,1) );
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}
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}
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void ScoreDisplayRolling::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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m_fTimeUntilNextTick -= fDeltaTime;
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while( m_fTimeUntilNextTick <= 0 )
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{
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m_fTimeUntilNextTick += TIME_BETWEEN_TICKS;
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// do a tick
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for( int i=0; i<MAX_SCORE_DIGITS; i++ )
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{
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if( iCurrentScoreDigits[i] != iDestinationScoreDigits[i] )
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{
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iCurrentScoreDigits[i]++;
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if( iCurrentScoreDigits[i] > 9 )
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iCurrentScoreDigits[i] = 0;
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m_textDigits[i].SetText( ssprintf("%d", iCurrentScoreDigits[i]) );
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}
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}
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}
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}
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