fixed broken screen gameplay, started adding coin-op logic

This commit is contained in:
Chris Danford
2003-01-10 02:22:07 +00:00
parent ae81b1c4c6
commit 21ab45ec96
31 changed files with 549 additions and 440 deletions
+48 -62
View File
@@ -37,33 +37,6 @@ const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+3);
ScreenAttract::ScreenAttract()
{
LOG->Trace( "ScreenAttract::ScreenAttract()" );
m_bFirstUpdate = true;
//
// I think it's better to do all the initialization here rather than have it scattered
// about in all the global singleton classes
//
GAMESTATE->Reset();
PREFSMAN->ReadGamePrefsFromDisk();
INPUTMAPPER->ReadMappingsFromDisk();
GAMESTATE->m_bPlayersCanJoin = true;
if( !GAMEMAN->DoesNoteSkinExist( GAMEMAN->GetCurNoteSkin() ) )
{
CStringArray asNoteSkinNames;
GAMEMAN->GetNoteSkinNames( asNoteSkinNames );
GAMEMAN->SwitchNoteSkin( asNoteSkinNames[0] );
}
if( !THEME->DoesThemeExist( THEME->GetCurThemeName() ) )
{
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
if( THEME->DoesThemeExist( sGameName ) )
THEME->SwitchTheme( sGameName );
else
THEME->SwitchTheme( "default" );
}
PREFSMAN->SaveGamePrefsToDisk();
}
@@ -77,36 +50,59 @@ void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type
{
// LOG->Trace( "ScreenAttract::Input()" );
if(type != IET_FIRST_PRESS) return; // don't care
if( m_Fade.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
if( MenuI.IsValid() )
{
switch( MenuI.button )
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case MENU_BUTTON_START:
GAMESTATE->m_bSideIsJoined[MenuI.player] = true;
GAMESTATE->m_MasterPlayerNumber = MenuI.player;
GAMESTATE->m_bPlayersCanJoin = false;
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 1000 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case MENU_BUTTON_BACK:
Exit();
break;
}
}
// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenAttract::FirstUpdate()
{
// We have to do initialization in the first update because this->GetElementName() won't
// work until the object has been fully constructed.
m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations",this->GetElementName()) );
this->AddChild( &m_Background );
m_Fade.SetClosed();
m_Fade.OpenWipingRight( SM_None );
this->AddChild( &m_Fade );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(this->GetElementName()) );
m_soundStart.Load( THEME->GetPathTo("Sounds","menu start") );
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",this->GetElementName() + " music") );
this->SendScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
}
void ScreenAttract::Update( float fDelta )
{
// We have to do initialization in the first update because this->GetElementName() won't
// work until the object has been fully constructed.
if( m_bFirstUpdate )
{
m_Background.LoadFromAniDir( THEME->GetPathTo("BGAnimations",this->GetElementName()) );
this->AddChild( &m_Background );
m_Fade.SetClosed();
m_Fade.OpenWipingRight( SM_None );
this->AddChild( &m_Fade );
SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo(this->GetElementName()) );
m_soundStart.Load( THEME->GetPathTo("Sounds","menu start") );
SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds",this->GetElementName() + " music") );
this->SendScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
m_bFirstUpdate = false;
}
Screen::Update(fDelta);
}
@@ -115,21 +111,11 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_BeginFadingOut:
m_Fade.CloseWipingRight( SM_GoToNextScreen );
if( !m_Fade.IsClosing() )
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
}
void ScreenAttract::MenuStart( PlayerNumber pn )
{
GAMESTATE->m_bSideIsJoined[pn] = true;
GAMESTATE->m_MasterPlayerNumber = pn;
GAMESTATE->m_bPlayersCanJoin = false;
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 1000 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}