either start or select can trigger "give up"
This commit is contained in:
@@ -90,6 +90,9 @@ REGISTER_SCREEN_CLASS( ScreenGameplay );
|
||||
ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
|
||||
{
|
||||
PLAYER_TYPE.Load( sName, "PlayerType" );
|
||||
START_GIVES_UP.Load( sName, "StartGivesUp" );
|
||||
BACK_GIVES_UP.Load( sName, "BackGivesUp" );
|
||||
GIVING_UP_FAILS.Load( sName, "GivingUpFails" );
|
||||
}
|
||||
|
||||
void ScreenGameplay::Init()
|
||||
@@ -1505,17 +1508,24 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
if( !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 4.0f )
|
||||
{
|
||||
m_GiveUpTimer.SetZero();
|
||||
/* Unless we're in FailOff, giving up means failing the song. */
|
||||
switch( GAMESTATE->m_SongOptions.m_FailType )
|
||||
{
|
||||
case SongOptions::FAIL_IMMEDIATE:
|
||||
case SongOptions::FAIL_COMBO_OF_30_MISSES:
|
||||
case SongOptions::FAIL_END_OF_SONG:
|
||||
FOREACH_EnabledPlayer(pn)
|
||||
STATSMAN->m_CurStageStats.m_player[pn].bFailed = true; // fail
|
||||
}
|
||||
|
||||
this->PostScreenMessage( SM_NotesEnded, 0 );
|
||||
if( GIVING_UP_FAILS )
|
||||
{
|
||||
/* Unless we're in FailOff, giving up means failing the song. */
|
||||
switch( GAMESTATE->m_SongOptions.m_FailType )
|
||||
{
|
||||
case SongOptions::FAIL_IMMEDIATE:
|
||||
case SongOptions::FAIL_COMBO_OF_30_MISSES:
|
||||
case SongOptions::FAIL_END_OF_SONG:
|
||||
FOREACH_EnabledPlayer(pn)
|
||||
STATSMAN->m_CurStageStats.m_player[pn].bFailed = true; // fail
|
||||
}
|
||||
|
||||
this->PostScreenMessage( SM_NotesEnded, 0 );
|
||||
} else {
|
||||
BackOutFromGameplay();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
@@ -1664,6 +1674,18 @@ void ScreenGameplay::UpdateLights()
|
||||
}
|
||||
}
|
||||
|
||||
void ScreenGameplay::BackOutFromGameplay()
|
||||
{
|
||||
m_DancingState = STATE_OUTRO;
|
||||
SCREENMAN->PlayBackSound();
|
||||
|
||||
m_pSoundMusic->StopPlaying();
|
||||
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
||||
|
||||
this->ClearMessageQueue();
|
||||
m_Back.StartTransitioning( SM_SaveChangedBeforeGoingBack );
|
||||
}
|
||||
|
||||
void ScreenGameplay::AbortGiveUp()
|
||||
{
|
||||
if( m_GiveUpTimer.IsZero() )
|
||||
@@ -1699,7 +1721,11 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
|
||||
* treated as failing the song, unlike BACK, since it's always available.
|
||||
*
|
||||
* However, if this is also a style button, don't do this. (pump center = start) */
|
||||
if( MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() )
|
||||
bool bHoldingGiveUp = false;
|
||||
bHoldingGiveUp |= (MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() && START_GIVES_UP);
|
||||
bHoldingGiveUp |= (MenuI.button == MENU_BUTTON_BACK && !StyleI.IsValid() && BACK_GIVES_UP);
|
||||
|
||||
if( bHoldingGiveUp )
|
||||
{
|
||||
/* No PREFSMAN->m_bDelayedEscape; always delayed. */
|
||||
if( type==IET_RELEASE )
|
||||
@@ -1717,51 +1743,32 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
|
||||
return;
|
||||
}
|
||||
|
||||
if( MenuI.button == MENU_BUTTON_BACK &&
|
||||
((!PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS) ||
|
||||
(DeviceI.device==DEVICE_KEYBOARD && (type==IET_SLOW_REPEAT||type==IET_FAST_REPEAT)) ||
|
||||
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT)) )
|
||||
/* Only handle MENU_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
|
||||
* disabled. */
|
||||
if( MenuI.button == MENU_BUTTON_BACK && !BACK_GIVES_UP )
|
||||
{
|
||||
/* I had battle mode back out on me mysteriously once. -glenn */
|
||||
LOG->Trace("Player %i went back", MenuI.player+1);
|
||||
if( ((!PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS) ||
|
||||
(DeviceI.device==DEVICE_KEYBOARD && (type==IET_SLOW_REPEAT||type==IET_FAST_REPEAT)) ||
|
||||
(DeviceI.device!=DEVICE_KEYBOARD && type==IET_FAST_REPEAT)) )
|
||||
{
|
||||
LOG->Trace("Player %i went back", MenuI.player+1);
|
||||
BackOutFromGameplay();
|
||||
}
|
||||
else if( PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS )
|
||||
{
|
||||
m_textDebug.SetText( "Continue holding BACK to quit" );
|
||||
m_textDebug.StopTweening();
|
||||
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
||||
m_textDebug.BeginTweening( 1/8.f );
|
||||
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
||||
}
|
||||
else if( PREFSMAN->m_bDelayedBack && type==IET_RELEASE )
|
||||
{
|
||||
m_textDebug.StopTweening();
|
||||
m_textDebug.BeginTweening( 1/8.f );
|
||||
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
||||
}
|
||||
|
||||
m_DancingState = STATE_OUTRO;
|
||||
SCREENMAN->PlayBackSound();
|
||||
/* Hmm. There are a bunch of subtly different ways we can
|
||||
* tween out:
|
||||
* 1. Keep rendering the song, and keep it moving. This might
|
||||
* cause problems if the cancel and the end of the song overlap.
|
||||
* 2. Stop the song completely, so all song motion under the tween
|
||||
* ceases.
|
||||
* 3. Stop the song, but keep effects (eg. Drunk) running.
|
||||
* 4. Don't display the song at all.
|
||||
*
|
||||
* We're doing #3. I'm not sure which is best.
|
||||
*/
|
||||
|
||||
m_pSoundMusic->StopPlaying();
|
||||
m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
|
||||
|
||||
this->ClearMessageQueue();
|
||||
m_Back.StartTransitioning( SM_SaveChangedBeforeGoingBack );
|
||||
return;
|
||||
}
|
||||
|
||||
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS)
|
||||
{
|
||||
m_textDebug.SetText( "Continue holding BACK to quit" );
|
||||
m_textDebug.StopTweening();
|
||||
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
||||
m_textDebug.BeginTweening( 1/8.f );
|
||||
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
|
||||
return;
|
||||
}
|
||||
|
||||
if( MenuI.button == MENU_BUTTON_BACK && PREFSMAN->m_bDelayedBack && type==IET_RELEASE )
|
||||
{
|
||||
m_textDebug.StopTweening();
|
||||
m_textDebug.BeginTweening( 1/8.f );
|
||||
m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user