cleaned up support for multiple game modes

This commit is contained in:
Chris Danford
2001-11-20 11:49:10 +00:00
parent fdb590eb82
commit 1a76cba498
8 changed files with 212 additions and 156 deletions
+2 -1
View File
@@ -98,7 +98,8 @@ void Actor::TweenTo( FLOAT time, FLOAT x, FLOAT y, FLOAT zoom, FLOAT rot, D3DXCO
}
void Actor::SetTweening( FLOAT time, TweenType tt )
void Actor::BeginTweening( FLOAT time, TweenType tt )
{
// set our tweeen starting and ending values to the current position
m_start_pos = m_end_pos = m_pos;
+6 -2
View File
@@ -26,7 +26,11 @@ public:
enum TweenType { no_tween, tween_linear, tween_bias_begin, tweening_bias_end };
virtual void Draw() = 0;
// let subclasses override
virtual void Restore() {};
virtual void Invalidate() {};
virtual void Draw() PURE;
virtual void Update( const FLOAT &fDeltaTime );
virtual FLOAT GetX() { return m_pos.x; };
@@ -61,7 +65,7 @@ public:
D3DXCOLOR col = D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ),
TweenType tt = tween_linear );
virtual void SetTweening( FLOAT time, TweenType tt = tween_linear );
virtual void BeginTweening( FLOAT time, TweenType tt = tween_linear );
virtual void SetTweenX( FLOAT x );
virtual void SetTweenY( FLOAT y );
virtual void SetTweenXY( FLOAT x, FLOAT y );
+170 -115
View File
@@ -17,78 +17,62 @@
#define STEP_DOWN_TIME 0.05f
//const float STEP_DOWN_TIME = 0.05f;
#define SCORE_ADD_PERFECT 700
#define SCORE_ADD_GREAT 400
#define SCORE_ADD_GOOD 200
#define SCORE_ADD_BOO 100
const int SCORE_ADD_PERFECT = 700;
const int SCORE_ADD_GREAT = 400;
const int SCORE_ADD_GOOD = 200;
const int SCORE_ADD_BOO = 100;
#define LIFE_PERFECT 0.015f
#define LIFE_GREAT 0.008f
#define LIFE_GOOD 0.000f
#define LIFE_BOO -0.015f
#define LIFE_MISS -0.060f
const float LIFE_PERFECT = 0.015f;
const float LIFE_GREAT = 0.008f;
const float LIFE_GOOD = 0.000f;
const float LIFE_BOO = -0.015f;
const float LIFE_MISS = -0.060f;
#define SPRITE_COLOR_ARROW_LEFT "Sprites\\Color Arrow Left.sprite"
#define SPRITE_COLOR_ARROW_DOWN "Sprites\\Color Arrow Down.sprite"
#define SPRITE_COLOR_ARROW_UP "Sprites\\Color Arrow Up.sprite"
#define SPRITE_COLOR_ARROW_RIGHT "Sprites\\Color Arrow Right.sprite"
const int ARROW_SIZE = 64;
const int ARROW_X_OFFSET[4] = {
(int)(64*-1.5),
(int)(64*-0.5),
(int)(64* 0.5),
(int)(64* 1.5)
const float ARROW_X_OFFSET[6] = {
ARROW_SIZE*-2.5,
ARROW_SIZE*-1.5,
ARROW_SIZE*-0.5,
ARROW_SIZE* 0.5,
ARROW_SIZE* 1.5,
ARROW_SIZE* 2.5
};
#define GRAY_ARROW_Y ((int)(64* 1.5))
#define GRAY_ARROW_POP_UP_TIME 0.30f
#define ARROW_HEIGHT 70
#define NUM_FRAMES_IN_COLOR_ARROW_SPRITE 12
const float GRAY_ARROW_Y = ARROW_SIZE * 1.5;
const float GRAY_ARROW_POP_UP_TIME = 0.30f;
const float ARROW_GAP = 70;
const int NUM_FRAMES_IN_COLOR_ARROW_SPRITE = 12;
/*
const CString SPRITE_COLOR_ARROW[4] = {
"Sprites\\Color Arrow Left.sprite",
"Sprites\\Color Arrow Down.sprite",
"Sprites\\Color Arrow Up.sprite",
"Sprites\\Color Arrow Right.sprite"
};
*/
const CString SPRITE_COLOR_ARROW = "Sprites\\Color Arrow Left.sprite";
const CString SPRITE_GRAY_ARROW = "Sprites\\Gray Arrow Left.sprite";
const float SPRITE_ARROW_ROTATION[4] = {
0,
0-D3DX_PI/2.0f,
0+D3DX_PI/2.0f,
0+D3DX_PI
};
const CString SPRITE_COLOR_ARROW = "Sprites\\Color Arrow.sprite";
const CString SPRITE_GRAY_ARROW = "Sprites\\Gray Arrow.sprite";
#define JUDGEMENT_DISPLAY_TIME 1.0f
#define JUDGEMENT_SPRITE "Sprites\\Judgement.sprite"
#define JUDGEMENT_Y CENTER_Y
const float JUDGEMENT_DISPLAY_TIME = 1.0f;
const CString JUDGEMENT_SPRITE = "Sprites\\Judgement.sprite";
const float JUDGEMENT_Y = CENTER_Y;
#define FONT_COMBO "Fonts\\Font - Arial Bold numbers 30px.font"
const CString FONT_COMBO = "Fonts\\Font - Arial Bold numbers 30px.font";
#define COMBO_TWEEN_TIME 0.5f
#define COMBO_SPRITE "Sprites\\Combo.sprite"
#define COMBO_Y (CENTER_Y+60)
const float COMBO_TWEEN_TIME = 0.5f;
const CString COMBO_SPRITE = "Sprites\\Combo.sprite";
const float COMBO_Y = (CENTER_Y+60);
#define LIEFMETER_NUM_PILLS 17
#define LIFEMETER_FRAME_SPRITE "Sprites\\Life Meter Frame.sprite"
#define LIFEMETER_PILLS_SPRITE "Sprites\\Life Meter Pills.sprite"
#define LIFEMETER_Y 30
#define LIFEMETER_PILLS_Y (LIFEMETER_Y+2)
const int LIEFMETER_NUM_PILLS = 17;
const CString LIFEMETER_FRAME_SPRITE= "Sprites\\Life Meter Frame.sprite";
const CString LIFEMETER_PILLS_SPRITE= "Sprites\\Life Meter Pills.sprite";
const float LIFEMETER_Y = 30;
const float LIFEMETER_PILLS_Y = LIFEMETER_Y+2;
const float PILL_OFFSET_Y[LIEFMETER_NUM_PILLS] = {
0.3f, 0.7f, 1.0f, 0.7f, 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
0.3f, 0.7f, 1.0f, 0.7f, 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f // kind of a sin wave
};
#define FONT_SCORE "Fonts\\Font - Arial Bold numbers 30px.font"
#define SCORE_FRAME_TEXTURE "Textures\\Score Frame 1x1.png"
#define SCORE_Y (480-40)
const CString FONT_SCORE = "Fonts\\Font - Arial Bold numbers 30px.font";
const CString SCORE_FRAME_TEXTURE = "Textures\\Score Frame 1x1.png";
const float SCORE_Y = SCREEN_HEIGHT - 40;
Player::Player()
@@ -98,28 +82,116 @@ Player::Player()
m_fLifePercentage = 0.50f;
m_fScore = 0.0f;
for( int i=0; i<MAX_STEP_ELEMENTS; i++ ) {
// init step elements
for( int i=0; i<MAX_STEP_ELEMENTS; i++ )
{
m_OriginalStep[i] = 0;
m_LeftToStepOn[i] = 0;
m_StepScore[i] = none;
m_iColorArrowFrameOffset[i] = 0;
}
for( i=0; i<4; i++ ) {
// gray arrows
m_sprGrayArrow[i].LoadFromSpriteFile( SPRITE_GRAY_ARROW );
m_sprGrayArrow[i].SetRotation( SPRITE_ARROW_ROTATION[i] );
m_sprGrayArrowGhost[i].LoadFromSpriteFile( SPRITE_GRAY_ARROW );
m_sprGrayArrowGhost[i].SetRotation( SPRITE_ARROW_ROTATION[i] );
m_sprGrayArrowGhost[i].StopAnimating();
m_sprGrayArrowGhost[i].SetState( 1 );
m_sprGrayArrowGhost[i].SetColor( D3DXCOLOR(1,1,1,0) );
CMap<Step, Step, float, float> mapStepToRotation; // arrow facing left is rotation 0
mapStepToRotation[STEP_PAD1_LEFT] = 0;
mapStepToRotation[STEP_PAD1_UPLEFT] = D3DX_PI/4.0f;
mapStepToRotation[STEP_PAD1_DOWN] = -D3DX_PI/2.0f;
mapStepToRotation[STEP_PAD1_UP] = D3DX_PI/2.0f;
mapStepToRotation[STEP_PAD1_UPRIGHT]= D3DX_PI*3.0f/4.0f;
mapStepToRotation[STEP_PAD1_RIGHT] = D3DX_PI;
mapStepToRotation[STEP_PAD2_LEFT] = mapStepToRotation[STEP_PAD1_LEFT];
mapStepToRotation[STEP_PAD2_UPLEFT] = mapStepToRotation[STEP_PAD1_UPLEFT];
mapStepToRotation[STEP_PAD2_DOWN] = mapStepToRotation[STEP_PAD1_DOWN];
mapStepToRotation[STEP_PAD2_UP] = mapStepToRotation[STEP_PAD1_UP];
mapStepToRotation[STEP_PAD2_UPRIGHT]= mapStepToRotation[STEP_PAD1_UPRIGHT];
mapStepToRotation[STEP_PAD2_RIGHT] = mapStepToRotation[STEP_PAD1_RIGHT];
switch( GAMEINFO->m_GameMode )
{
case single4:
case versus4:
m_iNumColumns = 4; // LEFT, DOWN, UP, RIGHT
m_StepToColumnNumber[STEP_PAD1_LEFT] = 0;
m_StepToColumnNumber[STEP_PAD1_DOWN] = 1;
m_StepToColumnNumber[STEP_PAD1_UP] = 2;
m_StepToColumnNumber[STEP_PAD1_RIGHT] = 3;
m_ColumnNumberToStep[0] = STEP_PAD1_LEFT;
m_ColumnNumberToStep[1] = STEP_PAD1_DOWN;
m_ColumnNumberToStep[2] = STEP_PAD1_UP;
m_ColumnNumberToStep[3] = STEP_PAD1_RIGHT;
m_ColumnToRotation[0] = mapStepToRotation[STEP_PAD1_LEFT];
m_ColumnToRotation[1] = mapStepToRotation[STEP_PAD1_DOWN];
m_ColumnToRotation[2] = mapStepToRotation[STEP_PAD1_UP];
m_ColumnToRotation[3] = mapStepToRotation[STEP_PAD1_RIGHT];
break;
case single6:
m_iNumColumns = 6; // LEFT, UP+LEFT, DOWN, UP, UP+RIGHT, RIGHT
m_StepToColumnNumber[STEP_PAD1_LEFT] = 0;
m_StepToColumnNumber[STEP_PAD1_UPLEFT] = 1;
m_StepToColumnNumber[STEP_PAD1_DOWN] = 2;
m_StepToColumnNumber[STEP_PAD1_UP] = 3;
m_StepToColumnNumber[STEP_PAD1_UPRIGHT] = 4;
m_StepToColumnNumber[STEP_PAD1_RIGHT] = 5;
m_ColumnNumberToStep[0] = STEP_PAD1_LEFT;
m_ColumnNumberToStep[1] = STEP_PAD1_UPLEFT;
m_ColumnNumberToStep[2] = STEP_PAD1_DOWN;
m_ColumnNumberToStep[3] = STEP_PAD1_UP;
m_ColumnNumberToStep[4] = STEP_PAD1_UPRIGHT;
m_ColumnNumberToStep[5] = STEP_PAD1_RIGHT;
m_ColumnToRotation[0] = mapStepToRotation[STEP_PAD1_LEFT];
m_ColumnToRotation[1] = mapStepToRotation[STEP_PAD1_UPLEFT];
m_ColumnToRotation[2] = mapStepToRotation[STEP_PAD1_DOWN];
m_ColumnToRotation[3] = mapStepToRotation[STEP_PAD1_UP];
m_ColumnToRotation[4] = mapStepToRotation[STEP_PAD1_UPRIGHT];
m_ColumnToRotation[5] = mapStepToRotation[STEP_PAD1_RIGHT];
break;
case double4:
m_iNumColumns = 8; // 1_LEFT, 1_DOWN, 1_UP, 1_RIGHT, 2_LEFT, 2_DOWN, 2_UP, 2_RIGHT
m_StepToColumnNumber[STEP_PAD1_LEFT] = 0;
m_StepToColumnNumber[STEP_PAD1_DOWN] = 1;
m_StepToColumnNumber[STEP_PAD1_UP] = 2;
m_StepToColumnNumber[STEP_PAD1_RIGHT] = 3;
m_StepToColumnNumber[STEP_PAD2_LEFT] = 4;
m_StepToColumnNumber[STEP_PAD2_DOWN] = 5;
m_StepToColumnNumber[STEP_PAD2_UP] = 6;
m_StepToColumnNumber[STEP_PAD2_RIGHT] = 7;
m_ColumnNumberToStep[0] = STEP_PAD1_LEFT;
m_ColumnNumberToStep[1] = STEP_PAD1_DOWN;
m_ColumnNumberToStep[2] = STEP_PAD1_UP;
m_ColumnNumberToStep[3] = STEP_PAD1_RIGHT;
m_ColumnNumberToStep[4] = STEP_PAD2_LEFT;
m_ColumnNumberToStep[5] = STEP_PAD2_DOWN;
m_ColumnNumberToStep[6] = STEP_PAD2_UP;
m_ColumnNumberToStep[7] = STEP_PAD2_RIGHT;
m_ColumnToRotation[0] = mapStepToRotation[STEP_PAD1_LEFT];
m_ColumnToRotation[1] = mapStepToRotation[STEP_PAD1_DOWN];
m_ColumnToRotation[2] = mapStepToRotation[STEP_PAD1_UP];
m_ColumnToRotation[3] = mapStepToRotation[STEP_PAD1_RIGHT];
m_ColumnToRotation[4] = mapStepToRotation[STEP_PAD2_LEFT];
m_ColumnToRotation[5] = mapStepToRotation[STEP_PAD2_DOWN];
m_ColumnToRotation[6] = mapStepToRotation[STEP_PAD2_UP];
m_ColumnToRotation[7] = mapStepToRotation[STEP_PAD2_RIGHT];
break;
}
for( int c=0; c < MAX_NUM_COLUMNS; c++ ) {
// gray arrows
m_sprGrayArrow[c].LoadFromSpriteFile( SPRITE_GRAY_ARROW );
m_sprGrayArrow[c].SetRotation( m_ColumnToRotation[c] );
m_sprGrayArrowGhost[c].LoadFromSpriteFile( SPRITE_GRAY_ARROW );
m_sprGrayArrowGhost[c].SetRotation( m_ColumnToRotation[c] );
m_sprGrayArrowGhost[c].StopAnimating();
m_sprGrayArrowGhost[c].SetState( 1 );
m_sprGrayArrowGhost[c].SetColor( D3DXCOLOR(1,1,1,0) );
// color arrows
m_sprColorArrow[i].LoadFromSpriteFile( SPRITE_COLOR_ARROW_LEFT );
m_sprColorArrow[i].StopAnimating();
m_sprColorArrow[i].SetRotation( SPRITE_ARROW_ROTATION[i] );
m_sprColorArrow[c].LoadFromSpriteFile( SPRITE_COLOR_ARROW );
m_sprColorArrow[c].StopAnimating();
m_sprColorArrow[c].SetRotation( m_ColumnToRotation[c] );
}
// judgement
@@ -207,10 +279,8 @@ void Player::HandlePlayerStep( float fSongBeat, Step player_step, float fMaxBeat
//RageLog( "Player::HandlePlayerStep()" );
// update gray arrows
if( player_step & STEP_P1_LEFT ) GrayArrowStep( 0 );
if( player_step & STEP_P1_DOWN ) GrayArrowStep( 1 );
if( player_step & STEP_P1_UP ) GrayArrowStep( 2 );
if( player_step & STEP_P1_RIGHT ) GrayArrowStep( 3 );
int iColumnNum = m_StepToColumnNumber[player_step];
GrayArrowStep( iColumnNum );
CheckForCompleteStep( fSongBeat, player_step, fMaxBeatDiff );
}
@@ -269,10 +339,8 @@ void Player::OnCompleteStep( float fSongBeat, Step player_step, float fMaxBeatDi
float fStepBeat = StepIndexToBeat( iIndexThatWasSteppedOn );
// show the gray arrow ghost
if( player_step & STEP_P1_LEFT ) GrayArrowGhostStep( 0 );
if( player_step & STEP_P1_DOWN ) GrayArrowGhostStep( 1 );
if( player_step & STEP_P1_UP ) GrayArrowGhostStep( 2 );
if( player_step & STEP_P1_RIGHT ) GrayArrowGhostStep( 3 );
int iColumnNum = m_StepToColumnNumber[player_step];
GrayArrowGhostStep( iColumnNum );
float fBeatsUntilStep = fStepBeat - fSongBeat;
float fPercentFromPerfect = (float)fabs( fBeatsUntilStep / fMaxBeatDiff );
@@ -356,11 +424,14 @@ ScoreSummary Player::GetScoreSummary()
}
int Player::GetArrowColumnX( int iColNum )
{
return m_iArrowsCenterX + (iColNum - (m_iNumColumns-1)/2) * ARROW_SIZE;
}
void Player::UpdateGrayArrows( const float &fDeltaTime )
{
// gray arrows
for( int i=0; i<4; i++ ) {
for( int i=0; i < m_iNumColumns; i++ ) {
m_sprGrayArrow[i].Update( fDeltaTime );
m_sprGrayArrowGhost[i].Update( fDeltaTime );
}
@@ -368,34 +439,36 @@ void Player::UpdateGrayArrows( const float &fDeltaTime )
void Player::DrawGrayArrows()
{
for( int i=0; i<4; i++ )
for( int i=0; i<m_iNumColumns; i++ )
m_sprGrayArrow[i].Draw();
}
void Player::SetGrayArrowsX( int iNewX )
{
for( int i=0; i<4; i++ )
m_sprGrayArrow[i].SetXY( iNewX + ARROW_X_OFFSET[i], GRAY_ARROW_Y );
for( int i=0; i<m_iNumColumns; i++ )
m_sprGrayArrow[i].SetXY( GetArrowColumnX(i), GRAY_ARROW_Y );
}
void Player::SetColorArrowsX( int iNewX )
{
for( int i=0; i<m_iNumColumns; i++ )
m_sprColorArrow[i].SetX( GetArrowColumnX(i) );
}
void Player::GrayArrowStep( int index )
{
m_sprGrayArrow[index].SetZoom( 0.50 );
m_sprGrayArrow[index].SetTweening( GRAY_ARROW_POP_UP_TIME );
m_sprGrayArrow[index].BeginTweening( GRAY_ARROW_POP_UP_TIME );
m_sprGrayArrow[index].SetTweenZoom( 1.0f );
}
void Player::GrayArrowGhostStep( int index )
{
m_sprGrayArrowGhost[index].SetXY( m_iArrowsCenterX + ARROW_X_OFFSET[index], GRAY_ARROW_Y );
m_sprGrayArrowGhost[index].SetXY( GetArrowColumnX(index), GRAY_ARROW_Y );
m_sprGrayArrowGhost[index].SetZoom( 1 );
m_sprGrayArrowGhost[index].SetColor( D3DXCOLOR(1,1,0.5f,1) );
m_sprGrayArrowGhost[index].SetTweening( 0.3f );
m_sprGrayArrowGhost[index].BeginTweening( 0.3f );
m_sprGrayArrowGhost[index].SetTweenZoom( 1.5 );
m_sprGrayArrowGhost[index].SetTweenColor( D3DXCOLOR(1,1,0.5f,0) );
}
@@ -417,9 +490,9 @@ void Player::DrawColorArrows( float fSongBeat )
//RageLog( "Drawing elements %d through %d", iIndexFirstArrowToDraw, iIndexLastArrowToDraw );
for( int i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ )
for( int i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ ) // for each row
{
if( m_LeftToStepOn[i] != 0 ) // if there is a step here and it hasn't been stepped
if( m_LeftToStepOn[i] != 0 ) // this step is not yet complete
{
int iYPos = GetColorArrowYPos( i, fSongBeat );
@@ -429,37 +502,19 @@ void Player::DrawColorArrows( float fSongBeat )
//RageLog( "iYPos: %d, iFrameNo: %d, m_OriginalStep[i]: %d", iYPos, iFrameNo, m_OriginalStep[i] );
for( int c=0; c < m_iNumColumns; c++ ) { // for each arrow column
if( m_OriginalStep[i] & m_ColumnNumberToStep[c] ) { // this column is still unstepped on?
m_sprColorArrow[c].SetY( iYPos );
m_sprColorArrow[c].SetState( iFrameNo );
m_sprColorArrow[c].Draw();
}
}
if( m_OriginalStep[i] & STEP_P1_LEFT )
{
//RageLog( "Draw a left arrow at %d, %d", m_iArrowsCenterX + ARROW_X_OFFSET[0], iYPos );
m_sprColorArrow[0].SetXY( m_iArrowsCenterX + ARROW_X_OFFSET[0], iYPos );
m_sprColorArrow[0].SetState( iFrameNo );
m_sprColorArrow[0].Draw();
}
if( m_OriginalStep[i] & STEP_P1_DOWN )
{
m_sprColorArrow[1].SetXY( m_iArrowsCenterX + ARROW_X_OFFSET[1], iYPos );
m_sprColorArrow[1].SetState( iFrameNo );
m_sprColorArrow[1].Draw();
}
if( m_OriginalStep[i] & STEP_P1_UP )
{
m_sprColorArrow[2].SetXY( m_iArrowsCenterX + ARROW_X_OFFSET[2], iYPos );
m_sprColorArrow[2].SetState( iFrameNo );
m_sprColorArrow[2].Draw();
}
if( m_OriginalStep[i] & STEP_P1_RIGHT )
{
m_sprColorArrow[3].SetXY( m_iArrowsCenterX + ARROW_X_OFFSET[3], iYPos );
m_sprColorArrow[3].SetState( iFrameNo );
m_sprColorArrow[3].Draw();
}
} // end if there is a step
} // end foreach arrow to draw
for( i=0; i<4; i++ )
{
for( i=0; i<m_iNumColumns; i++ ) {
m_sprGrayArrowGhost[i].Draw();
}
}
@@ -471,7 +526,7 @@ void Player::DrawColorArrows( float fSongBeat )
int Player::GetColorArrowYPos( int iStepIndex, float fSongBeat )
{
float fBeatsUntilStep = StepIndexToBeat( iStepIndex ) - fSongBeat;
return (int)(fBeatsUntilStep * ARROW_HEIGHT) + GRAY_ARROW_Y;
return (int)(fBeatsUntilStep * ARROW_GAP) + GRAY_ARROW_Y;
}
+16 -4
View File
@@ -1,6 +1,6 @@
/*
-----------------------------------------------------------------------------
File: Player.cpp
File: Player.h
Desc: Object that accepts pad input, knocks down ColorArrows that were stepped on,
and keeps score for the player.
@@ -18,6 +18,9 @@
#include "BitmapText.h"
const int MAX_NUM_COLUMNS = 8;
class Player
{
public:
@@ -48,24 +51,33 @@ protected:
StepScore m_StepScore[MAX_STEP_ELEMENTS];
//StepTiming m_StepTiming[MAX_STEP_ELEMENTS];
// common to color and gray arrows
int m_iArrowsCenterX;
int m_iNumColumns; // will vary depending on the number panels (4,6,8,etc)
CMap<Step, Step, int, int> m_StepToColumnNumber;
CMap<int, int, Step, Step> m_ColumnNumberToStep;
CMap<int, int, float, float&> m_ColumnToRotation;
int GetArrowColumnX( int iColNum );
// color arrows
void SetColorArrowsX( int iX );
void UpdateColorArrows( const float& fDeltaTime );
int GetColorArrowYPos( int iStepIndex, float fSongBeat );
void DrawColorArrows( float fSongBeat );
Sprite m_sprColorArrow[4];
Sprite m_sprColorArrow[MAX_NUM_COLUMNS];
int m_iColorArrowFrameOffset[MAX_STEP_ELEMENTS];
// gray arrows
void SetGrayArrowsX( int iX );
void UpdateGrayArrows( const float& fDeltaTime );
void DrawGrayArrows();
void GrayArrowStep( int index );
void GrayArrowGhostStep( int index );
Sprite m_sprGrayArrow[4];
Sprite m_sprGrayArrowGhost[4];
Sprite m_sprGrayArrow[MAX_NUM_COLUMNS];
Sprite m_sprGrayArrowGhost[MAX_NUM_COLUMNS];
// judgement
void SetJudgementX( int iX );
+3 -1
View File
@@ -249,8 +249,10 @@ LPDIRECT3DTEXTURE8 RageMovieTexture::GetD3DTexture()
// the video fell behind and is trying to copy several frames in a row
// to catch up. So, if the TextureRenderer is busy, give it a 1ms slice of
// time for it to catch up and copy all the frames it fell behind on.
while( m_pCTR->IsLocked() )
while( m_pCTR->IsLocked() ) {
::Sleep(1);
RageLog( "Sleeping waiting for unlock..." );
}
// restart the movie if we reach the end
CheckMovieStatus();
+3 -1
View File
@@ -24,6 +24,7 @@
#include "WindowManager.h"
#include "WindowIntroCovers.h"
#include "WindowSandbox.h"
#include <DXUtil.h>
@@ -156,7 +157,7 @@ int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
Render();
ShowFrame();
//if( !g_bFullscreen )
::Sleep(16); // cap the frame rate to ~30 fps for now
::Sleep(5); // give some time for the movie
}
} // end while( WM_QUIT != msg.message )
@@ -294,6 +295,7 @@ HRESULT CreateObjects( HWND hWnd )
RageLogStart();
//WM->SetNewWindow( new WindowSandbox );
WM->SetNewWindow( new WindowIntroCovers );
srand( (unsigned)time(NULL) );
+8
View File
@@ -374,6 +374,14 @@ SOURCE=.\Steps.cpp
SOURCE=.\Steps.h
# End Source File
# Begin Source File
SOURCE=.\Text.cpp
# End Source File
# Begin Source File
SOURCE=.\Text.h
# End Source File
# End Group
# Begin Group "File Types"
+4 -32
View File
@@ -13,6 +13,7 @@
#include "Steps.h"
class Steps; // why is this needed?
class Song
@@ -20,43 +21,14 @@ class Song
public:
Song();
Song( Song &from )
{
Copy( from );
};
Song& operator=( const Song &from )
{
if (this != &from)
{
Copy( from );
}
return *this;
};
void Copy( const Song &from )
{
m_sSongFile = from.m_sSongFile;
m_sSongDir = from.m_sSongDir;
m_sTitle = from.m_sTitle;
m_sArtist = from.m_sArtist;
m_sCreator = from.m_sCreator;
m_fBPM = from.m_fBPM;
m_fBeatOffset = from.m_fBeatOffset;
m_sMusic = from.m_sMusic;
m_sSample = from.m_sSample;
m_sBanner = from.m_sBanner;
m_sBackground = from.m_sBackground;
arraySteps.Copy( from.arraySteps );
};
bool LoadFromSongDir( CString sDir );
bool IsUsingBitmapBG()
bool IsUsingMovieBG()
{
CString sBGFile = m_sBackground;
sBGFile.MakeLower();
return sBGFile.Right(3) == "bmp";
return sBGFile.Right(3) == "avi" ||
sBGFile.Right(3) == "mpg";
};
private: