Ez2dancer Player Select Implementation (Note: Doesnt change to style select yet)

This commit is contained in:
Andrew Livy
2002-06-21 23:08:19 +00:00
parent fbe222704a
commit 248ad096af
3 changed files with 453 additions and 4 deletions
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/****************************************
ScreenEzSelectPlayer,cpp
Desc: See Header
Copyright (C):
Andrew Livy
*****************************************/
/* Includes */
#include "stdafx.h"
#include "ScreenEz2SelectPlayer.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageMusic.h"
#include "ScreenTitleMenu.h"
#include "ScreenCaution.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "ScreenSelectDifficulty.h"
#include "ScreenSandbox.h"
#include "GameManager.h"
#include "RageLog.h"
#include "AnnouncerManager.h"
/* Constants */
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
const CString N_PLAYERS[] = {
"one player",
"two players",
};
const float TWEEN_TIME = 0.35f;
const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
const float OPT_X[NUM_EZ2_GRAPHICS] = {
CENTER_X+200, // This is the pad X
CENTER_X-200, // This is the pad X
CENTER_X-198, // This is the 1p X
CENTER_X+195, // This is the 2p X
}; // tells us the default X position
const float OPT_Y[NUM_EZ2_GRAPHICS] = {
CENTER_Y+130,
CENTER_Y+130,
CENTER_Y+115,
CENTER_Y+115,
}; // tells us the default Y position
/* Variable Declaration */
int bounce=0; // used for the bouncing of the '1p' and '2p' images
int direct=0; // direction of the bouncing of the '1p' and '2p' images
int wait=0; // how long we wait between updating the bounce.
/************************************
ScreenEz2SelectPlayer (Constructor)
Desc: Sets up the screen display
************************************/
ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
{
LOG->WriteLine( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
/*
for( int s=0; s<NUM_STYLES; s++ )
{
Style style = (Style)s;
if( StyleToGame(style) == GAMEMAN->m_CurGame ) // games match
m_aPossibleStyles.Add( style );
}
*/
// m_iSelection = 0;
/*
for( int i=0; i<m_aPossibleStyles.GetSize(); i++ )
{
Style style = m_aPossibleStyles[i];
m_sprIcon[i].Load( THEME->GetPathTo(GRAPHIC_SELECT_STYLE_ICONS) );
m_sprIcon[i].StopAnimating();
m_sprIcon[i].SetState( style );
m_sprIcon[i].SetXY( ICONS_START_X + ICONS_SPACING_X*i, ICON_Y );
this->AddActor( &m_sprIcon[i] );
}
m_sprExplanation.Load( THEME->GetPathTo(GRAPHIC_SELECT_STYLE_EXPLANATION) );
m_sprExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
this->AddActor( &m_sprExplanation );
m_sprPreview.SetXY( PREVIEW_X, PREVIEW_Y );
this->AddActor( &m_sprPreview );
m_sprInfo.SetXY( INFO_X, INFO_Y );
this->AddActor( &m_sprInfo );
*/
m_iSelectedStyle=0;
// Load in the sprites we will be working with.
for( int i=0; i<NUM_EZ2_GRAPHICS; i++ )
{
CString sPadGraphicPath;
switch( i )
{
case 0:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE);
break;
case 1:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_HARD_PICTURE);
break;
case 2:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_MEDIUM_PICTURE);
break;
case 3:
sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_DIFFICULTY_EASY_PICTURE);
break;
}
m_sprOpt[i].Load( sPadGraphicPath );
m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] );
m_sprOpt[i].SetZoom( 1 );
this->AddActor( &m_sprOpt[i] );
}
m_Menu.Load(
THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
ssprintf("Use %c %c to select, then press START", char(1), char(2) )
);
this->AddActor( &m_Menu );
m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_STYLE_CHANGE) );
m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
// SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) );
if( !MUSIC->IsPlaying() )
{
MUSIC->Load( THEME->GetPathTo(SOUND_MENU_MUSIC) );
MUSIC->Play( true );
}
// AfterChange();
// TweenOnScreen();
m_Menu.TweenOnScreenFromBlack( SM_None );
}
/************************************
~ScreenEz2SelectStyle (Destructor)
Desc: Writes line to log when screen
is terminated.
************************************/
ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()
{
LOG->WriteLine( "ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()" );
}
/************************************
AnimateGraphics
Desc: Animates the 1p/2p selection
************************************/
void ScreenEz2SelectPlayer::AnimateGraphics()
{
/********** THIS NEEDS IMPROVING WITH TIMER FUNCTIONS ***********/
if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
{
bounce++;
if (m_iSelectedStyle == 0)
{
m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - bounce);
}
else if (m_iSelectedStyle == 1)
{
m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - bounce);
}
else
{
m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - bounce);
m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - bounce);
}
if (bounce == 10)
{
direct = 1;
}
wait = 0;
}
else if (bounce > 0 && direct == 1 && wait == 2) // bounce 1p/2p down
{
bounce--;
if (m_iSelectedStyle == 0)
{
m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - bounce);
}
else if (m_iSelectedStyle == 1)
{
m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - bounce);
}
else
{
m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - bounce);
m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - bounce);
}
if (bounce == 0)
{
direct = 0;
}
wait = 0;
}
if (wait < 2) // don't make the 1p/2p bounce too quick.
{
wait++;
}
}
/************************************
DrawPrimitives
Desc: Draws the screen =P
************************************/
void ScreenEz2SelectPlayer::DrawPrimitives()
{
AnimateGraphics();
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
/************************************
Input
Desc: Handles player input.
************************************/
void ScreenEz2SelectPlayer::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->WriteLine( "ScreenEz2SelectPlayer::Input()" );
if( m_Menu.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
}
/************************************
HandleScreenMessage
Desc: Handles Screen Messages and changes
game states.
************************************/
void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
{
Screen::HandleScreenMessage( SM );
switch( SM )
{
case SM_MenuTimer:
MenuStart(PLAYER_NONE);
break;
case SM_GoToPrevState:
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
case SM_GoToNextState:
SCREENMAN->SetNewScreen( new ScreenTitleMenu );
break;
}
}
/************************************
MenuBack
Desc: Actions performed when a player
presses the button bound to back
************************************/
void ScreenEz2SelectPlayer::MenuBack( const PlayerNumber p )
{
MUSIC->Stop();
m_Menu.TweenOffScreenToBlack( SM_GoToPrevState, true );
// m_Fade.CloseWipingLeft( SM_GoToPrevState );
// TweenOffScreen();
}
/************************************
SetFadedStyles
Desc: Fades out non-highlighted items
depending on the users choice.
************************************/
void ScreenEz2SelectPlayer::SetFadedStyles()
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[1].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[2].SetTweenDiffuseColor( OPT_NOT_SELECTED );
m_sprOpt[3].SetTweenDiffuseColor( OPT_NOT_SELECTED );
if (m_iSelectedStyle != 1)
{
m_sprOpt[2].SetTweenDiffuseColor( OPT_SELECTED );
m_sprOpt[3].SetTweenDiffuseColor( OPT_SELECTED );
}
else
{
m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED );
m_sprOpt[1].SetTweenDiffuseColor( OPT_SELECTED );
}
}
/************************************
MenuRight
Desc: Actions performed when a player
presses the button bound to right
************************************/
void ScreenEz2SelectPlayer::MenuRight( PlayerNumber p )
{
m_soundChange.PlayRandom();
if (m_iSelectedStyle == 2)
{
m_iSelectedStyle = 0;
}
else
{
m_iSelectedStyle++;
}
}
/************************************
MenuLeft
Desc: Actions performed when a player
presses the button bound to left
************************************/
void ScreenEz2SelectPlayer::MenuLeft( PlayerNumber p )
{
m_soundChange.PlayRandom();
if (m_iSelectedStyle == 0)
{
m_iSelectedStyle = 2;
}
else
{
m_iSelectedStyle--;
}
}
/************************************
MenuStart
Desc: Actions performed when a player
presses the button bound to start
************************************/
void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
{
// GAME->m_sCurrentStyle = DANCE_STYLES[m_iSelectedStyle];
m_soundSelect.PlayRandom();
this->ClearMessageQueue();
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
TweenOffScreen();
}
/************************************
TweenOffScreen
Desc: Squashes graphics before the screen
changes state.
************************************/
void ScreenEz2SelectPlayer::TweenOffScreen()
{
if (m_iSelectedStyle == 0 || m_iSelectedStyle == 2)
{
m_sprOpt[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[1].SetTweenZoomY( 0 );
m_sprOpt[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[2].SetTweenZoomY( 0 );
}
if (m_iSelectedStyle == 1 || m_iSelectedStyle == 2)
{
m_sprOpt[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[0].SetTweenZoomY( 0 );
m_sprOpt[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[3].SetTweenZoomY( 0 );
}
}
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/********************************
ScreenEz2SelectPlayer.h
Desc: The "Player Select Screen" for Ez2dancer
Copyright (c):
Andrew Livy
*********************************/
/* Includes */
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "TransitionFade.h"
#include "Quad.h"
#include "RandomSample.h"
#include "Quad.h"
#include "MenuElements.h"
/* Class Definition */
const int NUM_EZ2_GRAPHICS = 4;
class ScreenEz2SelectPlayer : public Screen
{
public:
ScreenEz2SelectPlayer(); // Constructor
virtual ~ScreenEz2SelectPlayer(); // Destructor
/* Public Function Prototypes */
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
void MenuLeft( const PlayerNumber p );
void MenuRight( const PlayerNumber p );
void MenuStart( const PlayerNumber p );
void MenuBack( const PlayerNumber p );
void TweenOffScreen();
// void TweenOnScreen();
private:
/* Private Function Prototypes */
// void BeforeChange();
void AfterChange();
void SetFadedStyles();
void AnimateGraphics();
/* Variable Declarations */
MenuElements m_Menu;
Sprite m_sprOpt[NUM_EZ2_GRAPHICS];
int m_iSelectedStyle;
RandomSample m_soundChange;
RandomSample m_soundSelect;
};
-4
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@@ -1032,10 +1032,6 @@ SOURCE=.\ScreenTitleMenu.h
# PROP Default_Filter ""
# Begin Source File
SOURCE=.\AnnouncerManager.cpp
# End Source File
# Begin Source File
SOURCE=.\AnnouncerManager.h
# End Source File
# Begin Source File