fixed broken screen gameplay, started adding coin-op logic
This commit is contained in:
+105
-158
@@ -72,7 +72,6 @@
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#define SURVIVE_TIME_X THEME->GetMetricF("ScreenGameplay","SurviveTimeX")
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#define SURVIVE_TIME_Y THEME->GetMetricF("ScreenGameplay","SurviveTimeY")
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#define SECONDS_BETWEEN_COMMENTS THEME->GetMetricF("ScreenGameplay","SecondsBetweenComments")
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#define DEMONSTRATION_SECONDS THEME->GetMetricF("ScreenGameplay","DemonstrationSeconds")
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#define TICK_EARLY_SECONDS THEME->GetMetricF("ScreenGameplay","TickEarlySeconds")
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float g_fTickEarlySecondsCache = 0; // reading directly out of theme metrics is slow
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@@ -81,7 +80,6 @@ float g_fTickEarlySecondsCache = 0; // reading directly out of theme metrics is
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// received while STATE_DANCING
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101);
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const ScreenMessage SM_BeginLoadingNextSong = ScreenMessage(SM_User+102);
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const ScreenMessage SM_BeginFadingToTitleMenu = ScreenMessage(SM_User+103);
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const ScreenMessage SM_PlayToastySound = ScreenMessage(SM_User+105);
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// received while STATE_OUTRO
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@@ -95,16 +93,20 @@ const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+121);
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const ScreenMessage SM_ShowFailed = ScreenMessage(SM_User+122);
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const ScreenMessage SM_PlayFailComment = ScreenMessage(SM_User+123);
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const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
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const ScreenMessage SM_GoToTitleMenu = ScreenMessage(SM_User+126);
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ScreenGameplay::ScreenGameplay()
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ScreenGameplay::ScreenGameplay( bool bLoadSounds )
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{
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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/* Important! Don't do any with GAMESTATE in the ScreenGameplay constructor.
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* ScreenDemonstration sets the song and other properties in its constructor,
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* which is always called after the ScreenGameplay constructor. Instead,
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* do this initialization in FirstUpdate()
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*/
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_pLifeMeter[p] = NULL;
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m_pScoreDisplay[p] = NULL;
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@@ -115,16 +117,55 @@ ScreenGameplay::ScreenGameplay()
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SOUNDMAN->music->StopPlaying();
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m_soundToasty.Load( THEME->GetPathTo("Sounds","gameplay toasty") );
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if( bLoadSounds ) // don't load sounds if just playing demonstration
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{
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m_soundFail.Load( THEME->GetPathTo("Sounds","gameplay failed") );
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m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","gameplay try extra stage") );
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m_soundOniDie.Load( THEME->GetPathTo("Sounds","gameplay oni die") );
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m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go extra") );
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else if( GAMESTATE->IsFinalStage() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go final") );
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else
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go normal") );
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m_announcerDanger.Load( ANNOUNCER->GetPathTo("gameplay comment danger") );
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m_announcerGood.Load( ANNOUNCER->GetPathTo("gameplay comment good") );
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m_announcerHot.Load( ANNOUNCER->GetPathTo("gameplay comment hot") );
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m_announcerOni.Load( ANNOUNCER->GetPathTo("gameplay comment oni") );
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m_announcer100Combo.Load( ANNOUNCER->GetPathTo("gameplay 100 combo") );
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m_announcer200Combo.Load( ANNOUNCER->GetPathTo("gameplay 200 combo") );
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m_announcer300Combo.Load( ANNOUNCER->GetPathTo("gameplay 300 combo") );
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m_announcer400Combo.Load( ANNOUNCER->GetPathTo("gameplay 400 combo") );
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m_announcer500Combo.Load( ANNOUNCER->GetPathTo("gameplay 500 combo") );
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m_announcer600Combo.Load( ANNOUNCER->GetPathTo("gameplay 600 combo") );
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m_announcer700Combo.Load( ANNOUNCER->GetPathTo("gameplay 700 combo") );
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m_announcer800Combo.Load( ANNOUNCER->GetPathTo("gameplay 800 combo") );
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m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
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m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
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}
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m_iRowLastCrossed = -1;
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
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}
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void ScreenGameplay::FirstUpdate()
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{
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Screen::FirstUpdate();
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/* It's OK to operate on GAMESTATE here, but not in the constructor */
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GAMESTATE->ResetStageStatistics(); // clear values
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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const bool bReverse[NUM_PLAYERS] = {
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GAMESTATE->m_PlayerOptions[0].m_bReverseScroll,
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GAMESTATE->m_PlayerOptions[1].m_bReverseScroll
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};
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// Update possible dance points
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for( p=0; p<NUM_PLAYERS; p++ )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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@@ -158,6 +199,16 @@ ScreenGameplay::ScreenGameplay()
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}
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}
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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const bool bReverse[NUM_PLAYERS] = {
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GAMESTATE->m_PlayerOptions[0].m_bReverseScroll,
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GAMESTATE->m_PlayerOptions[1].m_bReverseScroll
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};
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m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
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@@ -232,16 +283,6 @@ ScreenGameplay::ScreenGameplay()
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m_textStageNumber.SetText( GAMESTATE->GetStageText() );
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m_textStageNumber.SetDiffuse( GAMESTATE->GetStageColor() );
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Song* pSong;
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pSong = GAMESTATE->m_pCurSong;
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m_BPMDisplay.SetXY( BPM_X, BPM_Y );
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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this->AddChild( &m_BPMDisplay );
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float fMinBPM, fMaxBPM;
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pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
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m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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@@ -323,7 +364,6 @@ ScreenGameplay::ScreenGameplay()
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m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_X(p), PLAYER_OPTIONS_Y(p,bExtra) );
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m_textPlayerOptions[p].SetZoom( 0.5f );
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m_textPlayerOptions[p].SetDiffuse( RageColor(1,1,1,1) );
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m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
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this->AddChild( &m_textPlayerOptions[p] );
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}
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@@ -355,7 +395,7 @@ ScreenGameplay::ScreenGameplay()
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m_textAutoPlay.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textAutoPlay.SetXY( AUTOPLAY_X, AUTOPLAY_Y );
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m_textAutoPlay.SetText( "AutoPlay is ON" );
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m_textAutoPlay.SetDiffuse( RageColor(1,1,1,1) );
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m_textAutoPlay.SetDiffuse( RageColor(1,1,1,PREFSMAN->m_bAutoPlay?1:0) );
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this->AddChild( &m_textAutoPlay );
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@@ -390,20 +430,6 @@ ScreenGameplay::ScreenGameplay()
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m_sprTryExtraStage.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprTryExtraStage );
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if( GAMESTATE->m_bDemonstration )
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{
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m_sprDemonstrationOverlay.Load( THEME->GetPathTo("Graphics","gameplay demonstration overlay") );
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m_sprDemonstrationOverlay.SetXY( CENTER_X, CENTER_Y );
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this->AddChild( &m_sprDemonstrationOverlay );
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m_sprDemonstrationBlink.Load( THEME->GetPathTo("Graphics","gameplay demonstration blink") );
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m_sprDemonstrationBlink.SetXY( CENTER_X, CENTER_Y );
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m_sprDemonstrationBlink.SetEffectBlinking();
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this->AddChild( &m_sprDemonstrationBlink );
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m_Fade.OpenWipingRight();
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}
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m_Fade.SetOpened();
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this->AddChild( &m_Fade );
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@@ -418,61 +444,23 @@ ScreenGameplay::ScreenGameplay()
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m_sprToasty.Load( THEME->GetPathTo("Graphics","gameplay toasty") );
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m_sprToasty.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprToasty );
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Song* pSong;
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pSong = GAMESTATE->m_pCurSong;
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m_BPMDisplay.SetXY( BPM_X, BPM_Y );
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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this->AddChild( &m_BPMDisplay );
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float fMinBPM, fMaxBPM;
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pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
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m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
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m_soundToasty.Load( THEME->GetPathTo("Sounds","gameplay toasty") );
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if( !GAMESTATE->m_bDemonstration ) // don't load sounds if just playing demonstration
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{
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m_soundFail.Load( THEME->GetPathTo("Sounds","gameplay failed") );
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m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","gameplay try extra stage") );
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m_soundOniDie.Load( THEME->GetPathTo("Sounds","gameplay oni die") );
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m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go extra") );
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else if( GAMESTATE->IsFinalStage() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go final") );
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else
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go normal") );
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m_announcerDanger.Load( ANNOUNCER->GetPathTo("gameplay comment danger") );
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m_announcerGood.Load( ANNOUNCER->GetPathTo("gameplay comment good") );
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m_announcerHot.Load( ANNOUNCER->GetPathTo("gameplay comment hot") );
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m_announcerOni.Load( ANNOUNCER->GetPathTo("gameplay comment oni") );
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m_announcer100Combo.Load( ANNOUNCER->GetPathTo("gameplay 100 combo") );
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m_announcer200Combo.Load( ANNOUNCER->GetPathTo("gameplay 200 combo") );
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m_announcer300Combo.Load( ANNOUNCER->GetPathTo("gameplay 300 combo") );
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m_announcer400Combo.Load( ANNOUNCER->GetPathTo("gameplay 400 combo") );
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m_announcer500Combo.Load( ANNOUNCER->GetPathTo("gameplay 500 combo") );
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m_announcer600Combo.Load( ANNOUNCER->GetPathTo("gameplay 600 combo") );
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m_announcer700Combo.Load( ANNOUNCER->GetPathTo("gameplay 700 combo") );
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m_announcer800Combo.Load( ANNOUNCER->GetPathTo("gameplay 800 combo") );
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m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
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m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
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}
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m_iRowLastCrossed = -1;
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","gameplay assist tick") );
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TweenOnScreen();
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/* XXX: We set m_textPlayerOptions[p] above, so that won't
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* include options set by the course. Should it? -glenn */
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LoadNextSong( true );
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for( int i=0; i<30; i++ )
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this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
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if( GAMESTATE->m_bDemonstration )
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{
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m_StarWipe.SetOpened();
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m_DancingState = STATE_DANCING;
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this->SendScreenMessage( SM_BeginFadingToTitleMenu, DEMONSTRATION_SECONDS );
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}
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else
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{
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for( int i=0; i<30; i++ )
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this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
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}
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LoadNextSong( true );
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}
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ScreenGameplay::~ScreenGameplay()
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@@ -572,6 +560,9 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
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// reset oni game over graphic
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m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
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m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
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@@ -661,7 +652,7 @@ bool ScreenGameplay::AllFailedEarlier()
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}
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// play assist ticks
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bool ScreenGameplay::PlayTicks() const
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bool ScreenGameplay::IsTimeToPlayTicks() const
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{
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// Sound cards have a latency between when a sample is Play()ed and when the sound
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// will start coming out the speaker. Compensate for this by boosting
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@@ -709,6 +700,8 @@ hehe - Andy)
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void ScreenGameplay::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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int pn;
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if( GAMESTATE->m_pCurSong == NULL )
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@@ -803,29 +796,25 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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// Check to see if it's time to play a gameplay comment
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//
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if( !GAMESTATE->m_bDemonstration ) // don't play announcer comments in demonstration
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m_fTimeLeftBeforeDancingComment -= fDeltaTime;
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if( m_fTimeLeftBeforeDancingComment <= 0 )
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{
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m_fTimeLeftBeforeDancingComment -= fDeltaTime;
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if( m_fTimeLeftBeforeDancingComment <= 0 )
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switch( GAMESTATE->m_PlayMode )
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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if( OneIsHot() ) m_announcerHot.PlayRandom();
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else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
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else m_announcerGood.PlayRandom();
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_announcerOni.PlayRandom();
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break;
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default:
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ASSERT(0);
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}
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
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case PLAY_MODE_ARCADE:
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if( OneIsHot() ) m_announcerHot.PlayRandom();
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else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
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else m_announcerGood.PlayRandom();
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_announcerOni.PlayRandom();
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break;
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default:
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ASSERT(0);
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}
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
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}
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}
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@@ -849,16 +838,8 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_iRowLastCrossed = iRowNow;
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}
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if(PlayTicks())
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if(IsTimeToPlayTicks())
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m_soundAssistTick.Play();
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if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration )
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m_textAutoPlay.SetDiffuse( RageColor(1,1,1,1) );
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else
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m_textAutoPlay.SetDiffuse( RageColor(1,1,1,0) );
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Screen::Update( fDeltaTime );
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}
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@@ -873,26 +854,6 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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//LOG->Trace( "ScreenGameplay::Input()" );
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if(type == IET_RELEASE) return; // don't care
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if( GAMESTATE->m_bDemonstration )
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{
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/* Special case:always allow escape. */
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if( DeviceI.device==DEVICE_KEYBOARD && DeviceI.button==SDLK_ESCAPE && !m_Fade.IsClosing() )
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{
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this->SendScreenMessage( SM_BeginFadingToTitleMenu, 0 );
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}
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/* Since escape backs out, we want to allow any other back buttons to
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* work, too, to avoid confusion. */
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else if( (MenuI.button==MENU_BUTTON_START || MenuI.button==MENU_BUTTON_BACK)
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&& !m_Fade.IsClosing() )
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{
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m_soundMusic.StopPlaying();
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
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::Sleep( 1000 ); // do a little pause, like the arcade does
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this->SendScreenMessage( SM_GoToTitleMenu, 0 );
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}
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return; // don't fall through below
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}
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// Handle special keys to adjust the offset
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if( DeviceI.device == DEVICE_KEYBOARD )
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{
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@@ -928,6 +889,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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break;
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case SDLK_F8:
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PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
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m_textAutoPlay.SetDiffuse( RageColor(1,1,1,PREFSMAN->m_bAutoPlay?1:0) );
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break;
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case SDLK_F9:
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case SDLK_F10:
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@@ -1146,12 +1108,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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// received while STATE_DANCING
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case SM_NotesEnded:
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{
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if( GAMESTATE->m_bDemonstration ) // Don't show "CLEARED" in Demo
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{
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this->SendScreenMessage( SM_BeginFadingToTitleMenu, 0 );
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return;
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}
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// save any statistics
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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@@ -1237,9 +1193,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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LoadNextSong( false );
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m_OniFade.OpenWipingRight( SM_None );
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break;
|
||||
case SM_BeginFadingToTitleMenu:
|
||||
m_Fade.CloseWipingRight( SM_GoToTitleMenu );
|
||||
break;
|
||||
|
||||
case SM_BeginToasty:
|
||||
this->SendScreenMessage( SM_PlayToastySound, 0.3f );
|
||||
@@ -1490,9 +1443,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
else
|
||||
SCREENMAN->SetNewScreen( "ScreenGameOver" );
|
||||
break;
|
||||
case SM_GoToTitleMenu:
|
||||
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1512,8 +1462,7 @@ void ScreenGameplay::TweenOnScreen()
|
||||
{
|
||||
float fOriginalY = apActorsInLifeFrame[i]->GetY();
|
||||
apActorsInLifeFrame[i]->SetY( fOriginalY-100 );
|
||||
if( !GAMESTATE->m_bDemonstration )
|
||||
apActorsInLifeFrame[i]->BeginTweening( 0.5f ); // sleep
|
||||
apActorsInLifeFrame[i]->BeginTweening( 0.5f ); // sleep
|
||||
apActorsInLifeFrame[i]->BeginTweening( 1 );
|
||||
apActorsInLifeFrame[i]->SetTweenY( fOriginalY );
|
||||
}
|
||||
@@ -1533,8 +1482,7 @@ void ScreenGameplay::TweenOnScreen()
|
||||
{
|
||||
float fOriginalY = apActorsInScoreFrame[i]->GetY();
|
||||
apActorsInScoreFrame[i]->SetY( fOriginalY+100 );
|
||||
if( !GAMESTATE->m_bDemonstration )
|
||||
apActorsInScoreFrame[i]->BeginTweening( 0.5f ); // sleep
|
||||
apActorsInScoreFrame[i]->BeginTweening( 0.5f ); // sleep
|
||||
apActorsInScoreFrame[i]->BeginTweening( 1 );
|
||||
apActorsInScoreFrame[i]->SetTweenY( fOriginalY );
|
||||
}
|
||||
@@ -1543,8 +1491,7 @@ void ScreenGameplay::TweenOnScreen()
|
||||
{
|
||||
float fOriginalX = m_DifficultyIcon[p].GetX();
|
||||
m_DifficultyIcon[p].SetX( (p==PLAYER_1) ? fOriginalX-200 : fOriginalX+200 );
|
||||
if( !GAMESTATE->m_bDemonstration )
|
||||
m_DifficultyIcon[p].BeginTweening( 0.5f ); // sleep
|
||||
m_DifficultyIcon[p].BeginTweening( 0.5f ); // sleep
|
||||
m_DifficultyIcon[p].BeginTweening( 1 );
|
||||
m_DifficultyIcon[p].SetTweenX( fOriginalX );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user