Re-Vamped BeginnerHelper to use StepCircles and more.
This commit is contained in:
+175
-191
@@ -14,12 +14,6 @@
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#define PLAYER_ANGLE THEME->GetMetricF("BeginnerHelper","PlayerAngle")
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#define DANCEPAD_ANGLE THEME->GetMetricF("BeginnerHelper","DancePadAngle")
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// STEPCIRCLE commands are relative to the HELPER position
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#define STEPCIRCLE_LEFT_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_LEFT_COMMAND",pz+1))
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#define STEPCIRCLE_DOWN_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_DOWN_COMMAND",pz+1))
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#define STEPCIRCLE_UP_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_UP_COMMAND",pz+1))
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#define STEPCIRCLE_RIGHT_COMMAND( pz ) THEME->GetMetric ("BeginnerHelper",ssprintf("StepCircleP%d_RIGHT_COMMAND",pz+1))
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// "HELPER" offsets effect the pad/dancer as a whole.. Their relative Y cooridinates are hard-coded for eachother.
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#define HELPER_X THEME->GetMetricF("BeginnerHelper","HelperX")
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#define HELPER_Y THEME->GetMetricF("BeginnerHelper","HelperY")
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@@ -54,146 +48,128 @@ static const char *anims[NUM_ANIMATIONS] =
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"BeginnerHelper_step-jumplr.bones.txt"
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};
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static CString GetAnimPath( Animation a )
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{
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return CString("Characters/") + anims[a];
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}
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static CString GetAnimPath(Animation a) {return CString("Characters/") + anims[a];}
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BeginnerHelper::BeginnerHelper()
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{
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m_bFlashEnabled = false;
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m_bShowBackground = true;
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m_bInitialized = false;
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m_iLastRowChecked = 0;
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this->AddChild(&m_sBackground);
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for( int pn=0; pn < NUM_PLAYERS; pn++ )
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m_iLastRowChecked = m_iLastRowFlashed = 0;
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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m_bPlayerEnabled[pn] = false;
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}
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BeginnerHelper::~BeginnerHelper()
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{
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LOG->Trace("BeginnerHelper::~BeginnerHelper()");
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}
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BeginnerHelper::~BeginnerHelper() {}
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void BeginnerHelper::ShowStepCircle( int pn, int CSTEP )
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{
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/*for( int ps=0; ps<NUM_PLAYERS; ps++ )
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{
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m_sStepCircle[ps].SetXY( (HELPER_X + PLAYER_X(ps)), (HELPER_Y + 10) );
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switch( CSTEP )
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{
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case ST_LEFT: m_sStepCircle[ps].SetRotationZ(270); break;
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case ST_DOWN: m_sStepCircle[ps].SetRotationZ(180); break;
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case ST_UP: break;
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case ST_RIGHT: m_sStepCircle[ps].SetRotationZ(90); break;
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default: break;
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}
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m_sStepCircle[ps].SetZoom(1);
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m_sStepCircle[ps].SetEffectNone();
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m_sStepCircle[ps].StopTweening();
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m_sStepCircle[ps].BeginTweening((GAMESTATE->m_fCurBPS/4), TWEEN_LINEAR);
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m_sStepCircle[ps].SetZoom(0);
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}*/
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}
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void BeginnerHelper::SetFlash( CString sFilename, float fX, float fY )
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{
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m_sFlash.Load( sFilename );
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m_sFlash.SetX(fX);
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m_sFlash.SetY(fY);
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int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
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switch(CSTEP) {
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case ST_LEFT: isc=0; break;
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case ST_RIGHT: isc=1; break;
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case ST_UP: isc=2; break;
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case ST_DOWN: isc=3; break;
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}
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m_sStepCircle[pn][isc].SetEffectNone();
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m_sStepCircle[pn][isc].SetZoom(2);
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m_sStepCircle[pn][isc].StopTweening();
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m_sStepCircle[pn][isc].BeginTweening((GAMESTATE->m_fCurBPS/4), TWEEN_LINEAR);
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m_sStepCircle[pn][isc].SetZoom(0);
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}
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void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
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{
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ASSERT( !m_bInitialized );
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ASSERT( pSteps != NULL );
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ASSERT( pn >= 0 && pn < NUM_PLAYERS );
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ASSERT( GAMESTATE->IsHumanPlayer(pn) );
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ASSERT(!m_bInitialized);
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ASSERT(pSteps != NULL);
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ASSERT((pn >= 0) && (pn < NUM_PLAYERS));
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ASSERT(GAMESTATE->IsHumanPlayer(pn));
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if( !CanUse() )
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return;
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if(!CanUse()) {return;}
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const Character *Character = GAMESTATE->m_pCurCharacters[pn];
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ASSERT( Character != NULL );
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if( !DoesFileExist( Character->GetModelPath() ) )
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return;
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if(!DoesFileExist(Character->GetModelPath())) {return;}
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m_NoteData[pn].CopyAll( pSteps );
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m_NoteData[pn].CopyAll(pSteps);
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m_bPlayerEnabled[pn] = true;
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}
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bool BeginnerHelper::CanUse()
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{
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for( int i = 0; i < NUM_ANIMATIONS; ++i )
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if( !DoesFileExist( GetAnimPath( (Animation) i ) ) )
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return false;
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for(int i=0; i<NUM_ANIMATIONS; ++i)
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if(!DoesFileExist(GetAnimPath((Animation)i))) {return false;}
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if( GAMESTATE->m_CurGame != GAME_DANCE )
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return false;
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if(GAMESTATE->m_CurGame != GAME_DANCE) {return false;}
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switch( GAMESTATE->m_CurStyle )
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{
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case STYLE_DANCE_SOLO:
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case STYLE_DANCE_DOUBLE: return false;
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switch( GAMESTATE->m_CurStyle ) {
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case STYLE_DANCE_SOLO:
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case STYLE_DANCE_DOUBLE: return false;
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}
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return true;
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}
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bool BeginnerHelper::Initialize( int iDancePadType )
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{
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ASSERT( !m_bInitialized );
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if(!CanUse()) {return false;}
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/* If no players were successfully added, bail. */
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// If no players were successfully added, bail.
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{
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bool bAnyLoaded = false;
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for( int pn=0; pn < NUM_PLAYERS; pn++ )
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if( m_bPlayerEnabled[pn] )
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bAnyLoaded = true;
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if( !bAnyLoaded )
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return false;
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}
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if( !CanUse() ) // if we can't be used, bail now.
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return false;
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// Load the StepCircle, Background, and flash animation
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if( m_bShowBackground )
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{
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m_sBackground.Load( THEME->GetPathToG("BeginnerHelper background") );
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m_sBackground.SetXY( CENTER_X, CENTER_Y);
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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if(m_bPlayerEnabled[pn]) {bAnyLoaded = true;}
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if(!bAnyLoaded) {return false;}
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}
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m_sFlash.Load( THEME->GetPathToG("BeginnerHelper flash") );
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m_sFlash.SetXY( CENTER_X, CENTER_Y );
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m_sFlash.SetDiffuseAlpha(0);
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/*for( int sc=0; sc<NUM_PLAYERS*2; sc++ )
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{
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m_sStepCircle[sc].Load( THEME->GetPathToG("BeginnerHelper stepcircle") );
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m_sStepCircle[sc].SetZoom(0); // Hide until needed.
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this->AddChild(&m_sStepCircle[sc]);
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}*/
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// Load the Background and flash.. Flash only shows if the BG does.
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if(m_bShowBackground) {
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m_sBackground.Load( THEME->GetPathToG("BeginnerHelper background") );
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this->AddChild(&m_sBackground);
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m_sBackground.SetXY(CENTER_X, CENTER_Y);
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m_sFlash.Load(THEME->GetPathToG("BeginnerHelper flash"));
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m_sFlash.SetXY(CENTER_X, CENTER_Y);
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m_sFlash.SetDiffuseAlpha(0);
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}
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// Load StepCircle graphics
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for(int lsc=0; lsc<NUM_PLAYERS; lsc++)
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for(int lsce=0; lsce<4; lsce++) {
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m_sStepCircle[lsc][lsce].Load(THEME->GetPathToG("BeginnerHelper stepcircle"));
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m_sStepCircle[lsc][lsce].SetZoom(0); // Hide until needed.
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this->AddChild(&m_sStepCircle[lsc][lsce]);
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// Set coordinates of StepCircle
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switch(lsce) {
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case 0: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)-80),HELPER_Y); break; // Left
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case 1: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)+80),HELPER_Y); break; // Right
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case 2: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y-60)); break; // Up
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case 3: m_sStepCircle[lsc][lsce].SetXY((HELPER_X+PLAYER_X(lsc)),(HELPER_Y+60)); break; // Down
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}
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}
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// Load the DancePad
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switch(iDancePadType)
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{
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case 0: break; // No pad
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case 1: m_mDancePad.LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PAD) ); break;
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case 2: m_mDancePad.LoadMilkshapeAscii( GetAnimPath(ANIM_DANCE_PADS) ); break;
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case 1: m_mDancePad.LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PAD)); break;
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case 2: m_mDancePad.LoadMilkshapeAscii(GetAnimPath(ANIM_DANCE_PADS)); break;
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}
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m_mDancePad.SetHorizAlign( align_left );
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m_mDancePad.SetRotationX( DANCEPAD_ANGLE );
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m_mDancePad.SetX(HELPER_X);
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m_mDancePad.SetY(HELPER_Y);
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m_mDancePad.SetZoom( 23 ); // Pad should always be 3 units bigger in zoom than the dancer.
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m_mDancePad.SetZoom(23); // Pad should always be 3 units bigger in zoom than the dancer.
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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{
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if( !m_bPlayerEnabled[pl] )
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continue; // skip
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// Skip if not enabled
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if(!m_bPlayerEnabled[pl]) {continue;}
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// Load character data
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const Character *Character = GAMESTATE->m_pCurCharacters[pl];
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ASSERT( Character != NULL );
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@@ -202,20 +178,19 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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m_mDancer[pl].LoadMilkshapeAscii( Character->GetModelPath() );
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// Load needed animations
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m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-LEFT", GetAnimPath( ANIM_LEFT ) );
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m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-DOWN", GetAnimPath( ANIM_DOWN ) );
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m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-UP", GetAnimPath( ANIM_UP ) );
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m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-RIGHT", GetAnimPath( ANIM_RIGHT ) );
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m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPLR", GetAnimPath( ANIM_JUMPLR ) );
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/*m_mDancer[pl].LoadMilkshapeAsciiBones( "Step-JUMPUD","Characters\\BeginnerHelper_step-jumpud.bones.txt" );*/
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m_mDancer[pl].LoadMilkshapeAsciiBones( "rest",Character->GetRestAnimationPath() );
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m_mDancer[pl].SetDefaultAnimation( "rest" );
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m_mDancer[pl].PlayAnimation( "rest" );
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m_mDancer[pl].SetRotationX( PLAYER_ANGLE );
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m_mDancer[pl].SetX( HELPER_X + PLAYER_X(pl) );
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m_mDancer[pl].SetY( HELPER_Y + 10 );
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m_mDancer[pl].SetZoom( 20 );
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m_mDancer[pl].SetCullMode( CULL_NONE ); // many of the DDR PC character models have the vertex order flipped
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-LEFT", GetAnimPath(ANIM_LEFT));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-DOWN", GetAnimPath(ANIM_DOWN));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-UP", GetAnimPath(ANIM_UP));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-RIGHT", GetAnimPath(ANIM_RIGHT));
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m_mDancer[pl].LoadMilkshapeAsciiBones("Step-JUMPLR", GetAnimPath(ANIM_JUMPLR));
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m_mDancer[pl].LoadMilkshapeAsciiBones("rest", Character->GetRestAnimationPath());
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m_mDancer[pl].SetDefaultAnimation("rest");
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m_mDancer[pl].PlayAnimation("rest");
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m_mDancer[pl].SetRotationX(PLAYER_ANGLE);
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m_mDancer[pl].SetX(HELPER_X+PLAYER_X(pl));
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m_mDancer[pl].SetY(HELPER_Y+10);
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m_mDancer[pl].SetZoom(20);
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m_mDancer[pl].SetCullMode(CULL_NONE); // many of the DDR PC character models have the vertex order flipped
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m_mDancer[pl].m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
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}
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@@ -223,32 +198,17 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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return true;
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}
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void BeginnerHelper::FlashOnce()
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{
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m_sFlash.SetDiffuseAlpha(1);
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m_sFlash.SetEffectNone();
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m_sFlash.StopTweening();
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m_sFlash.BeginTweening( 1/GAMESTATE->m_fCurBPS * 0.5f );
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m_sFlash.SetDiffuseAlpha(0);
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}
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void BeginnerHelper::DrawPrimitives()
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{
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if(!m_bInitialized)
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return;
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// If not initialized, don't bother with this
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if(!m_bInitialized) {return;}
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ActorFrame::DrawPrimitives();
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m_sFlash.Draw();
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bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
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if(DrawCelShaded)
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{
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m_mDancePad.DrawCelShaded();
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}
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else
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{
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if(DrawCelShaded) {m_mDancePad.DrawCelShaded();}
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else {
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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@@ -258,100 +218,124 @@ void BeginnerHelper::DrawPrimitives()
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RageVector3(0, 0, 1) );
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m_mDancePad.Draw();
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DISPLAY->ClearZBuffer(); // So character doesn't step "into" the dance pad.
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}
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for( int scd=0; scd<NUM_PLAYERS*2; scd++ )
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m_sStepCircle[scd].Draw(); // Should be drawn before the dancer, but after the pad, so it is drawn over the pad and under the dancer.
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if(DrawCelShaded)
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{
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FOREACH_PlayerNumber( pn ) // Draw each dancer
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if( GAMESTATE->IsHumanPlayer(pn) )
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m_mDancer[pn].DrawCelShaded();
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// Draw StepCircles
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DISPLAY->SetLighting(false);
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for(int scd=0; scd<NUM_PLAYERS; scd++)
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for(int scde=0; scde<4; scde++)
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m_sStepCircle[scd][scde].Draw();
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DISPLAY->SetLighting(true);
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if(DrawCelShaded) {
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FOREACH_PlayerNumber(pn) // Draw each dancer
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if(GAMESTATE->IsHumanPlayer(pn)) {m_mDancer[pn].DrawCelShaded();}
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}
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else
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{
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FOREACH_PlayerNumber( pn ) // Draw each dancer
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if( GAMESTATE->IsHumanPlayer(pn) )
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m_mDancer[pn].Draw();
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else {
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FOREACH_PlayerNumber(pn) // Draw each dancer
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if(GAMESTATE->IsHumanPlayer(pn)) {m_mDancer[pn].Draw();}
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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DISPLAY->SetLightOff(0);
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DISPLAY->SetLighting(false);
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}
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}
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void BeginnerHelper::Step( int pn, int CSTEP )
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{
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LOG->Trace( "BeginnerHelper::Step()" );
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ShowStepCircle( pn, CSTEP);
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m_mDancer[pn].StopTweening();
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m_mDancer[pn].SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
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switch( CSTEP )
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{
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case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT", 1.5f ); break;
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case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT", 1.5f ); break;
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case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP", 1.5f ); break;
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case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN", 1.5f ); break;
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case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f ); break;
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case ST_JUMPUD:
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// Until I can get an UP+DOWN jump animation, this will have to do.
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m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f );
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m_mDancer[pn].StopTweening();
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m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
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m_mDancer[pn].SetRotationY( 90 );
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m_mDancer[pn].BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
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m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
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m_mDancer[pn].SetRotationY( 0 );
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break;
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switch(CSTEP) {
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case ST_LEFT:
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ShowStepCircle(pn, ST_LEFT);
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m_mDancer[pn].PlayAnimation("Step-LEFT", 1.5f);
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break;
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case ST_RIGHT:
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ShowStepCircle(pn, ST_RIGHT);
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m_mDancer[pn].PlayAnimation("Step-RIGHT", 1.5f);
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break;
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case ST_UP:
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ShowStepCircle(pn, ST_UP);
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m_mDancer[pn].PlayAnimation("Step-UP", 1.5f);
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break;
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case ST_DOWN:
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ShowStepCircle(pn, ST_DOWN);
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m_mDancer[pn].PlayAnimation("Step-DOWN", 1.5f);
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break;
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case ST_JUMPLR:
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ShowStepCircle(pn, ST_LEFT);
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ShowStepCircle(pn, ST_RIGHT);
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m_mDancer[pn].PlayAnimation("Step-JUMPLR", 1.5f);
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break;
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case ST_JUMPUD:
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||||
ShowStepCircle(pn, ST_UP);
|
||||
ShowStepCircle(pn, ST_DOWN);
|
||||
m_mDancer[pn].StopTweening();
|
||||
m_mDancer[pn].PlayAnimation("Step-JUMPLR", 1.5f);
|
||||
m_mDancer[pn].BeginTweening((GAMESTATE->m_fCurBPS /8), TWEEN_LINEAR);
|
||||
m_mDancer[pn].SetRotationY(90);
|
||||
m_mDancer[pn].BeginTweening((1/(GAMESTATE->m_fCurBPS * 2))); //sleep between jump-frames
|
||||
m_mDancer[pn].BeginTweening(GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR);
|
||||
m_mDancer[pn].SetRotationY(0);
|
||||
break;
|
||||
}
|
||||
|
||||
m_sFlash.SetEffectNone();
|
||||
m_sFlash.StopTweening();
|
||||
m_sFlash.Sleep(GAMESTATE->m_fCurBPS /16);
|
||||
m_sFlash.SetDiffuseAlpha(1);
|
||||
m_sFlash.BeginTweening(1/GAMESTATE->m_fCurBPS * 0.5f);
|
||||
m_sFlash.SetDiffuseAlpha(0);
|
||||
}
|
||||
|
||||
void BeginnerHelper::Update( float fDeltaTime )
|
||||
{
|
||||
if(!m_bInitialized)
|
||||
return;
|
||||
if(!m_bInitialized) {return;}
|
||||
|
||||
// the row we want to check on this update
|
||||
int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
|
||||
|
||||
for(int pn = 0; pn < NUM_PLAYERS; pn++ )
|
||||
int iActualRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat);
|
||||
for(int pn=0; pn<NUM_PLAYERS; pn++)
|
||||
{
|
||||
if( !m_bPlayerEnabled[pn] )
|
||||
continue; // skip
|
||||
|
||||
if( (m_NoteData[pn].IsThereATapAtRow( BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.01f)) ) ) )
|
||||
FlashOnce();
|
||||
// Skip if not enabled
|
||||
if(!m_bPlayerEnabled[pn]) {continue;}
|
||||
|
||||
for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
|
||||
{
|
||||
if( !m_NoteData[pn].IsThereATapAtRow( iRow ) )
|
||||
continue;
|
||||
|
||||
// Check if there are any notes at all on this row.. If not, save scanning.
|
||||
if(!m_NoteData[pn].IsThereATapAtRow(iRow)) {continue;}
|
||||
|
||||
// Find all steps on this row, in order to show the correct animations
|
||||
int iStep = 0;
|
||||
const int iNumTracks = m_NoteData[pn].GetNumTracks();
|
||||
for( int k=0; k<iNumTracks; k++ )
|
||||
if( m_NoteData[pn].GetTapNote(k, iRow ) == TAP_TAP )
|
||||
iStep |= 1 << k;
|
||||
Step( pn, iStep );
|
||||
for(int k=0; k<iNumTracks; k++)
|
||||
if(m_NoteData[pn].GetTapNote(k, iRow) == TAP_TAP) {iStep |= 1 << k;}
|
||||
|
||||
// Assign new data
|
||||
this->Step(pn, iStep);
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure we don't accidentally scan a row 2x
|
||||
m_iLastRowChecked = iCurRow;
|
||||
|
||||
// Update animations
|
||||
ActorFrame::Update(fDeltaTime);
|
||||
m_mDancePad.Update(fDeltaTime);
|
||||
m_sFlash.Update(fDeltaTime);
|
||||
|
||||
ActorFrame::Update( fDeltaTime );
|
||||
m_mDancePad.Update( fDeltaTime );
|
||||
m_sFlash.Update( fDeltaTime );
|
||||
|
||||
float beat = fDeltaTime * GAMESTATE->m_fCurBPS;
|
||||
|
||||
for( int pu=0; pu<NUM_PLAYERS; pu++ )
|
||||
float beat = (fDeltaTime*GAMESTATE->m_fCurBPS);
|
||||
for(int pu=0; pu<NUM_PLAYERS; pu++)
|
||||
{
|
||||
if(!GAMESTATE->IsHumanPlayer(pu))
|
||||
continue;
|
||||
|
||||
m_mDancer[pu].Update( beat ); //Update dancers
|
||||
for( int scu=0; scu<2; scu++ )
|
||||
m_sStepCircle[pu+scu].Update( beat );
|
||||
// If this is not a human player, the dancer is not shown
|
||||
if(!GAMESTATE->IsHumanPlayer(pu)) {continue;}
|
||||
|
||||
// Update dancer's animation and StepCircles
|
||||
m_mDancer[pu].Update( beat );
|
||||
for(int scu=0; scu<NUM_PLAYERS; scu++)
|
||||
for(int scue=0; scue<4; scue++)
|
||||
m_sStepCircle[scu][scue].Update(beat);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -14,16 +14,11 @@ public:
|
||||
BeginnerHelper();
|
||||
~BeginnerHelper();
|
||||
|
||||
void FlashOnce();
|
||||
bool Initialize( int iDancePadType );
|
||||
bool IsInitialized() { return m_bInitialized; }
|
||||
static bool CanUse();
|
||||
void AddPlayer( int pn, NoteData *pSteps );
|
||||
void SetFlash(CString sFilename, float fX, float fY);
|
||||
void ShowStepCircle( int pn, int CSTEP );
|
||||
void TurnFlashOff();
|
||||
void TurnFlashOn();
|
||||
|
||||
bool m_bShowBackground;
|
||||
|
||||
void Update( float fDeltaTime );
|
||||
@@ -38,11 +33,11 @@ protected:
|
||||
Model m_mDancePad;
|
||||
Sprite m_sFlash;
|
||||
Sprite m_sBackground;
|
||||
Sprite m_sStepCircle[NUM_PLAYERS*2]; // Need two for each player during jumps
|
||||
Sprite m_sStepCircle[NUM_PLAYERS][4]; // More memory, but much easier to manage
|
||||
|
||||
int m_iLastRowChecked;
|
||||
bool m_bInitialized;
|
||||
bool m_bFlashEnabled;
|
||||
int m_iLastRowChecked;
|
||||
int m_iLastRowFlashed;
|
||||
bool m_bInitialized;
|
||||
};
|
||||
#endif
|
||||
|
||||
|
||||
Reference in New Issue
Block a user