ScreenGameplay now has bpm on it for para support (hidden for all gametypes but para via metrics)

This commit is contained in:
Andrew Livy
2002-10-29 01:26:10 +00:00
parent 1bae0bc6df
commit 24cb053e35
7 changed files with 46 additions and 16 deletions
+15 -8
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@@ -3,7 +3,14 @@ X denotes task complete or no longer required to do.
- denotes task to do, but also being worked upon by other dev.
H denotes task on hold.
TODO As of: 07:30:PM 28/10/02
* Networking Assignment
* Integrating Assignment 1 (nearly finished!)
* Update Menu Graphics for Para
* Update Menu Graphics for Ez2
* Finish The PUMP Graphics
* Work on Beatmania Support
TODO As of: 07:47:PM 12/09/02
@@ -21,16 +28,16 @@ TODO As of: 01:29:AM 04/09/02
X Fix Ez2dancer SelectPlayer Theme Metrics
X Try to fix ez2dancer select style.
* Create Ez2dancer style Gameover by making some Gameover Metrics.
* Create Ez2dancer style End Scroll, possibly new class, possibly just metric changes.
* Create Ez2dancer style song select.
* Add Scoreboard System (longterm project)
* Create some kind of metrics so that Ez2dancer may have extra stage the way it should
H Create Ez2dancer style Gameover by making some Gameover Metrics.
H Create Ez2dancer style End Scroll, possibly new class, possibly just metric changes.
H Create Ez2dancer style song select.
H Add Scoreboard System (longterm project)
H Create some kind of metrics so that Ez2dancer may have extra stage the way it should
X Fix Ez2dancer type stage screens
- Create Ez2dancer type "extra stage" stage screen.
* Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate
* Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should.
* Create Ez2dancer HowToPlay screens.
H Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate
H Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should.
H Create Ez2dancer HowToPlay screens.
- Modify Pump Style Select So it is more arcade accurate.
- Update the rather tacky graphics.
+3
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@@ -283,6 +283,9 @@ TimerSeconds=60
StageType=0 // 0 for MAX, 1 for Pump, 2 for EZ2
[ScreenGameplay]
BPMX=999 // don't show by default
BPMY=999
BPMZoom=0.0
LifeFrameX=320
LifeFrameY=36
LifeFrameExtraY=442
+1
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@@ -48,6 +48,7 @@ BPMDisplay::BPMDisplay()
m_textLabel.TurnShadowOff();
m_textLabel.SetXY( 34, 2 );
m_textLabel.SetText( "BPM" );
// if(GAMESTATE->
m_textLabel.SetZoom( 0.7f );
m_textLabel.SetZoomX( 0.5f );
m_textLabel.SetDiffuseTopEdge( NORMAL_COLOR_TOP ); // yellow
+1 -1
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@@ -15,7 +15,7 @@
extern "C" {
#endif
#include <math.h>
//#include <math.h> /* VC6 seems to hate this why?? - ANDY */
#ifndef M_PI
#define M_PI 3.141592654
#endif
+19 -1
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@@ -32,6 +32,9 @@
// Defines
//
#define BPM_X THEME->GetMetricF("ScreenGameplay","BPMX")
#define BPM_Y THEME->GetMetricF("ScreenGameplay","BPMY")
#define BPM_ZOOM THEME->GetMetricF("ScreenGameplay","BPMZoom")
#define LIFE_FRAME_X THEME->GetMetricF("ScreenGameplay","LifeFrameX")
#define LIFE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeFrame%sY",e?"Extra":""))
#define SCORE_FRAME_X THEME->GetMetricF("ScreenGameplay","ScoreFrameX")
@@ -146,7 +149,6 @@ ScreenGameplay::ScreenGameplay()
}
m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
@@ -221,6 +223,16 @@ ScreenGameplay::ScreenGameplay()
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
m_textStageNumber.SetDiffuse( GAMESTATE->GetStageColor() );
Song* pSong;
pSong = GAMESTATE->m_pCurSong;
m_BPMDisplay.SetXY( BPM_X, BPM_Y );
m_BPMDisplay.SetZoom( BPM_ZOOM );
this->AddChild( &m_BPMDisplay );
float fMinBPM, fMaxBPM;
pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
@@ -645,6 +657,12 @@ bool ScreenGameplay::PlayTicks() const
return bAnyoneHasANote;
}
/***********************************
UPDATE
(had to add this I was LOST in this code
hehe - Andy)
************************************/
void ScreenGameplay::Update( float fDeltaTime )
{
//LOG->Trace( "ScreenGameplay::Update(%f)", fDeltaTime );
+2 -1
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@@ -26,7 +26,7 @@
#include "DifficultyIcon.h"
#include "TransitionFadeWipe.h"
#include "TransitionOniFade.h"
#include "BPMDisplay.h"
// messages sent by Combo
const ScreenMessage SM_BeginToasty = ScreenMessage(SM_User+104);
@@ -90,6 +90,7 @@ private:
BitmapText m_textCourseSongNumber[NUM_PLAYERS];
Sprite m_sprMiddleFrame;
BPMDisplay m_BPMDisplay;
Sprite m_sprScoreFrame;
ScoreDisplay* m_pScoreDisplay[NUM_PLAYERS];
+5 -5
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@@ -57,10 +57,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
IntDir=.\../Release6
TargetDir=\stepmania\stepmania
TargetDir=\Stepmania\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -92,10 +92,10 @@ LINK32=link.exe
# SUBTRACT LINK32 /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool
IntDir=.\../Debug6
TargetDir=\stepmania\stepmania
TargetDir=\Stepmania\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -121,7 +121,7 @@ SOURCE=.\SDL_dither.h
# End Source File
# Begin Source File
SOURCE=.\SDL_rotozoom.c
SOURCE=.\SDL_rotozoom.cpp
# End Source File
# Begin Source File