cleanup survival elements

This commit is contained in:
Chris Danford
2005-04-21 11:16:01 +00:00
parent b9de560fdc
commit 371f97effe
22 changed files with 833 additions and 342 deletions
+3
View File
@@ -2349,6 +2349,9 @@ NumChambers=32
NumStrips=2
InitialValue=0.5
[LifeMeterTime]
Fallback=LifeMeterBar
[DifficultyMeter]
NumFeetInMeter=10
MaxFeetInMeter=14
+1 -1
View File
@@ -25,9 +25,9 @@ public:
virtual bool IsInDanger() const = 0;
virtual bool IsHot() const = 0;
virtual bool IsFailing() const = 0;
virtual float GetLife() const { return 0; } // for cosmetic use only
virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) = 0;
virtual void ForceFail() = 0;
protected:
PlayerNumber m_PlayerNumber;
+41 -247
View File
@@ -12,6 +12,7 @@
#include "PlayerState.h"
#include "Quad.h"
#include "ActorUtil.h"
#include "StreamDisplay.h"
static ThemeMetric<float> METER_WIDTH ("LifeMeterBar","MeterWidth");
@@ -21,201 +22,9 @@ static ThemeMetric<int> NUM_CHAMBERS ("LifeMeterBar","NumChambers");
static ThemeMetric<int> NUM_STRIPS ("LifeMeterBar","NumStrips");
static ThemeMetric<float> INITIAL_VALUE ("LifeMeterBar","InitialValue");
const float FAIL_THRESHOLD = 0;
class LifeMeterStream : public Actor
{
public:
LifeMeterStream()
{
bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
m_quadMask.SetDiffuse( RageColor(0,0,0,1) );
m_quadMask.SetZ( 1 );
m_quadMask.SetBlendMode( BLEND_NO_EFFECT );
m_quadMask.SetUseZBuffer( true );
CString sGraphicPath;
RageTextureID ID;
ID.bStretch = true;
ID.filename = THEME->GetPathG("LifeMeterBar",ssprintf("%snormal", bExtra?"extra ":""));
m_sprStreamNormal.Load( ID );
m_sprStreamNormal.SetUseZBuffer( true );
ID.filename = THEME->GetPathG("LifeMeterBar",ssprintf("%shot", bExtra?"extra ":""));
m_sprStreamHot.Load( ID );
m_sprStreamHot.SetUseZBuffer( true );
ID.filename = THEME->GetPathG("LifeMeterBar",ssprintf("%spassing", bExtra?"extra ":""));
m_sprStreamPassing.Load( ID );
m_sprStreamPassing.SetUseZBuffer( true );
ID.filename = THEME->GetPathG("LifeMeterBar",ssprintf("%sframe", bExtra?"extra ":""));
m_sprFrame.Load( ID );
}
Sprite m_sprStreamNormal;
Sprite m_sprStreamHot;
Sprite m_sprStreamPassing;
Sprite m_sprFrame;
Quad m_quadMask;
PlayerNumber m_PlayerNumber;
float m_fPercent;
float m_fPassingAlpha;
float m_fHotAlpha;
void GetChamberIndexAndOverslow( float fPercent, int& iChamberOut, float& fChamberOverflowPercentOut )
{
iChamberOut = (int)(fPercent*NUM_CHAMBERS);
fChamberOverflowPercentOut = fPercent*NUM_CHAMBERS - iChamberOut;
}
float GetChamberLeftPercent( int iChamber )
{
return (iChamber+0) / (float)NUM_CHAMBERS;
}
float GetChamberRightPercent( int iChamber )
{
return (iChamber+1) / (float)NUM_CHAMBERS;
}
float GetRightEdgePercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 0 )
return (iChamber+fChamberOverflowPercent) / (float)NUM_CHAMBERS;
else
return (iChamber+1) / (float)NUM_CHAMBERS;
}
float GetHeightPercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 1 )
return 1-fChamberOverflowPercent;
else
return 0;
}
void DrawPrimitives()
{
if( GAMESTATE->IsPlayerEnabled(m_PlayerNumber) )
{
DrawMask( m_fPercent ); // this is the "right endcap" to the life
const float fChamberWidthInPercent = 1.0f/NUM_CHAMBERS;
float fPercentBetweenStrips = 1.0f/NUM_STRIPS;
// round this so that the chamber overflows align
if( NUM_CHAMBERS > 10 )
fPercentBetweenStrips = Quantize( fPercentBetweenStrips, fChamberWidthInPercent );
float fPercentOffset = fmodf( GAMESTATE->m_fSongBeat/4+1000, fPercentBetweenStrips );
ASSERT( fPercentOffset >= 0 && fPercentOffset <= fPercentBetweenStrips );
for( float f=fPercentOffset+1; f>=0; f-=fPercentBetweenStrips )
{
DrawMask( f );
DrawStrip( f );
}
}
m_sprFrame.Draw();
}
void DrawStrip( float fRightEdgePercent )
{
RectF rect;
const float fChamberWidthInPercent = 1.0f/NUM_CHAMBERS;
const float fStripWidthInPercent = 1.0f/NUM_STRIPS;
const float fCorrectedRightEdgePercent = fRightEdgePercent + fChamberWidthInPercent;
const float fCorrectedStripWidthInPercent = fStripWidthInPercent + 2*fChamberWidthInPercent;
const float fCorrectedLeftEdgePercent = fCorrectedRightEdgePercent - fCorrectedStripWidthInPercent;
// set size of streams
rect.left = -METER_WIDTH/2 + METER_WIDTH*max(0,fCorrectedLeftEdgePercent);
rect.top = -METER_HEIGHT/2;
rect.right = -METER_WIDTH/2 + METER_WIDTH*min(1,fCorrectedRightEdgePercent);
rect.bottom = +METER_HEIGHT/2;
ASSERT( rect.left <= METER_WIDTH/2 && rect.right <= METER_WIDTH/2 );
float fPercentCroppedFromLeft = max( 0, -fCorrectedLeftEdgePercent );
float fPercentCroppedFromRight = max( 0, fCorrectedRightEdgePercent-1 );
m_sprStreamNormal.StretchTo( rect );
m_sprStreamPassing.StretchTo( rect );
m_sprStreamHot.StretchTo( rect );
// set custom texture coords
// float fPrecentOffset = fRightEdgePercent;
RectF frectCustomTexRect(
fPercentCroppedFromLeft,
0,
1-fPercentCroppedFromRight,
1);
m_sprStreamNormal.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamPassing.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamHot.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamPassing.SetDiffuse( RageColor(1,1,1,m_fPassingAlpha) );
m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
m_sprStreamNormal.Draw();
m_sprStreamPassing.Draw();
m_sprStreamHot.Draw();
}
void DrawMask( float fPercent )
{
RectF rect;
int iChamber;
float fChamberOverflowPercent;
GetChamberIndexAndOverslow( fPercent, iChamber, fChamberOverflowPercent );
float fRightPercent = GetRightEdgePercent( iChamber, fChamberOverflowPercent );
float fHeightPercent = GetHeightPercent( iChamber, fChamberOverflowPercent );
float fChamberLeftPercent = GetChamberLeftPercent( iChamber );
float fChamberRightPercent = GetChamberRightPercent( iChamber );
// draw mask for vertical chambers
rect.left = -METER_WIDTH/2 + fChamberLeftPercent*METER_WIDTH-1;
rect.top = -METER_HEIGHT/2;
rect.right = -METER_WIDTH/2 + fChamberRightPercent*METER_WIDTH+1;
rect.bottom = -METER_HEIGHT/2 + fHeightPercent*METER_HEIGHT;
rect.left = MIN( rect.left, + METER_WIDTH/2 );
rect.right = MIN( rect.right, + METER_WIDTH/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
// draw mask for horizontal chambers
rect.left = -METER_WIDTH/2 + fRightPercent*METER_WIDTH;
rect.top = -METER_HEIGHT/2;
rect.right = +METER_WIDTH/2;
rect.bottom = +METER_HEIGHT/2;
rect.left = MIN( rect.left, + METER_WIDTH/2 );
rect.right = MIN( rect.right, + METER_WIDTH/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
}
};
LifeMeterBar::LifeMeterBar()
{
switch( GAMESTATE->m_SongOptions.m_DrainType )
@@ -231,8 +40,8 @@ LifeMeterBar::LifeMeterBar()
default: ASSERT(0);
}
m_fTrailingLifePercentage = 0;
m_fLifeVelocity = 0;
const CString sType = "LifeMeterBar";
m_fPassingAlpha = 0;
m_fHotAlpha = 0;
m_bFailedEarlier = false;
@@ -247,7 +56,7 @@ LifeMeterBar::LifeMeterBar()
// set up combotoregainlife
m_iComboToRegainLife = 0;
m_sprBackground.Load( THEME->GetPathG("LifeMeterBar","background") );
m_sprBackground.Load( THEME->GetPathG(sType,"background") );
m_sprBackground->SetName( "Background" );
m_sprBackground->ZoomToWidth( METER_WIDTH );
m_sprBackground->ZoomToHeight( METER_HEIGHT );
@@ -255,26 +64,42 @@ LifeMeterBar::LifeMeterBar()
m_quadDangerGlow.ZoomToWidth( METER_WIDTH );
m_quadDangerGlow.ZoomToHeight( METER_HEIGHT );
m_quadDangerGlow.SetDiffuse( RageColor(1,0,0,1) );
m_quadDangerGlow.SetEffectDiffuseShift();
m_quadDangerGlow.SetEffectColor1( RageColor(1,0,0,0.8f) );
m_quadDangerGlow.SetEffectColor2( RageColor(1,0,0,0) );
m_quadDangerGlow.SetEffectClock( Actor::CLOCK_BGM_BEAT );
this->AddChild( &m_quadDangerGlow );
m_pStream = new LifeMeterStream;
m_pStream = new StreamDisplay;
bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
CString sExtra = bExtra ? "extra " : "";
m_pStream->Load(
METER_WIDTH,
METER_HEIGHT,
NUM_STRIPS,
NUM_CHAMBERS,
THEME->GetPathG(sType,sExtra+"normal"),
THEME->GetPathG(sType,sExtra+"hot"),
THEME->GetPathG(sType,sExtra+"passing")
);
this->AddChild( m_pStream );
m_sprFrame.Load( THEME->GetPathG(sType,sExtra+"frame") );
m_sprFrame->SetName( "Frame" );
this->AddChild( m_sprFrame );
AfterLifeChanged();
}
LifeMeterBar::~LifeMeterBar()
{
delete m_pStream;
SAFE_DELETE( m_pStream );
}
void LifeMeterBar::Load( PlayerNumber pn )
{
LifeMeter::Load( pn );
m_pStream->m_PlayerNumber = pn;
if( pn == PLAYER_2 )
m_pStream->SetZoomX( -1 );
}
@@ -435,16 +260,15 @@ void LifeMeterBar::ChangeLife( float fDeltaLife )
m_fLifePercentage += fDeltaLife;
CLAMP( m_fLifePercentage, 0, 1 );
AfterLifeChanged();
if( m_fLifePercentage <= FAIL_THRESHOLD )
STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
m_fLifeVelocity += fDeltaLife;
}
void LifeMeterBar::AfterLifeChanged()
{
m_pStream->SetPercent( m_fLifePercentage );
}
bool LifeMeterBar::IsPastPassmark() const
@@ -478,37 +302,6 @@ bool LifeMeterBar::IsFailing() const
void LifeMeterBar::Update( float fDeltaTime )
{
LifeMeter::Update( fDeltaTime );
// HACK: Tweaking these values is very difficulty. Update the
// "physics" many times so that the spring motion appears faster
for( int i=0; i<10; i++ )
{
const float fDelta = m_fLifePercentage - m_fTrailingLifePercentage;
// Don't apply spring and viscous forces if we're full or empty.
// Just move straight to either full or empty.
if( IsFailing() || IsHot() )
{
m_fLifeVelocity = (fDelta / fabsf(fDelta)) * 4;
}
else
{
const float fSpringForce = fDelta * 2.0f;
m_fLifeVelocity += fSpringForce * fDeltaTime;
const float fViscousForce = -m_fLifeVelocity * 0.2f;
m_fLifeVelocity += fViscousForce * fDeltaTime;
}
CLAMP( m_fLifeVelocity, -.06f, +.02f );
m_fTrailingLifePercentage += m_fLifeVelocity * fDeltaTime;
}
// Don't clamp life percentage a little outside the visible range so
// that the clamp doesn't dampen the "jiggle" of the meter.
CLAMP( m_fTrailingLifePercentage, -0.1f, 1.1f );
m_fPassingAlpha += IsPastPassmark() ? +fDeltaTime*2 : -fDeltaTime*2;
CLAMP( m_fPassingAlpha, 0, 1 );
@@ -516,24 +309,18 @@ void LifeMeterBar::Update( float fDeltaTime )
m_fHotAlpha += IsHot() ? + fDeltaTime*2 : -fDeltaTime*2;
CLAMP( m_fHotAlpha, 0, 1 );
if( IsHot() )
m_fLifeVelocity = max( 0, m_fLifeVelocity );
m_pStream->SetPassingAlpha( m_fPassingAlpha );
m_pStream->SetHotAlpha( m_fHotAlpha );
if( m_pStream->GetTrailingLifePercent() < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_PlayerNumber) )
m_quadDangerGlow.SetDiffuseAlpha( 1 );
else
m_quadDangerGlow.SetDiffuseAlpha( 0 );
}
void LifeMeterBar::DrawPrimitives()
{
m_pStream->m_fPercent = m_fTrailingLifePercentage;
m_pStream->m_fPassingAlpha = m_fPassingAlpha;
m_pStream->m_fHotAlpha = m_fHotAlpha;
float fPercentRed = 0;
if( GAMESTATE->IsPlayerDead(m_PlayerNumber) )
fPercentRed = 0;
else if( m_fTrailingLifePercentage<DANGER_THRESHOLD )
fPercentRed = RageFastSin( RageTimer::GetTimeSinceStartFast()*PI*4 )/2+0.5f;
m_quadDangerGlow.SetDiffuseAlpha( fPercentRed*0.8f );
ActorFrame::DrawPrimitives();
}
#include "RageLog.h"
@@ -628,6 +415,13 @@ void LifeMeterBar::FillForHowToPlay(int NumPerfects, int NumMisses)
AfterLifeChanged();
}
void LifeMeterBar::ForceFail()
{
m_fLifePercentage = 0;
AfterLifeChanged();
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
+4 -6
View File
@@ -5,7 +5,7 @@
#include "Sprite.h"
#include "AutoActor.h"
#include "Quad.h"
class LifeMeterStream;
class StreamDisplay;
class LifeMeterBar : public LifeMeter
@@ -29,21 +29,19 @@ public:
virtual bool IsHot() const;
virtual bool IsFailing() const;
virtual float GetLife() const { return m_fLifePercentage; }
virtual void ForceFail();
void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty);
void FillForHowToPlay(int NumPerfects, int NumMisses);
// this function is solely for HowToPlay
private:
void ResetBarVelocity();
AutoActor m_sprBackground;
Quad m_quadDangerGlow;
LifeMeterStream* m_pStream;
StreamDisplay* m_pStream;
AutoActor m_sprFrame;
float m_fLifePercentage;
float m_fTrailingLifePercentage; // this approaches m_fLifePercentage
float m_fLifeVelocity;
float m_fPassingAlpha;
float m_fHotAlpha;
+6
View File
@@ -156,6 +156,12 @@ float LifeMeterBattery::GetLife() const
return float(m_iLivesLeft) / GAMESTATE->m_SongOptions.m_iBatteryLives;
}
void LifeMeterBattery::ForceFail()
{
m_iLivesLeft = 0;
Refresh();
}
void LifeMeterBattery::Refresh()
{
if( m_iLivesLeft <= 4 )
+1
View File
@@ -29,6 +29,7 @@ public:
virtual bool IsFailing() const;
virtual float GetLife() const;
virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) { };
virtual void ForceFail();
void Refresh();
+103 -52
View File
@@ -7,12 +7,21 @@
#include "ActorUtil.h"
#include "Course.h"
#include "PrefsManager.h"
#include "StreamDisplay.h"
const float MAX_LIFE_SECONDS = 3*60;
const float FULL_LIFE_SECONDS = 3*60;
static ThemeMetric<float> METER_WIDTH ("LifeMeterTime","MeterWidth");
static ThemeMetric<float> METER_HEIGHT ("LifeMeterTime","MeterHeight");
static ThemeMetric<float> DANGER_THRESHOLD ("LifeMeterTime","DangerThreshold");
static ThemeMetric<int> NUM_CHAMBERS ("LifeMeterTime","NumChambers");
static ThemeMetric<int> NUM_STRIPS ("LifeMeterTime","NumStrips");
static ThemeMetric<float> INITIAL_VALUE ("LifeMeterTime","InitialValue");
LifeMeterTime::LifeMeterTime()
{
m_fLifeRemainingSeconds = 0;
m_fLifeTotalGainedSeconds = 0;
m_fLifeTotalLostSeconds = 0;
}
void LifeMeterTime::Load( PlayerNumber pn )
@@ -23,26 +32,42 @@ void LifeMeterTime::Load( PlayerNumber pn )
bool bPlayerEnabled = GAMESTATE->IsPlayerEnabled(pn);
m_sprFrame.Load( THEME->GetPathG(sType,"frame") );
m_sprBackground.Load( THEME->GetPathG(sType,"background") );
m_sprBackground->SetName( "Background" );
m_sprBackground->ZoomToWidth( METER_WIDTH );
m_sprBackground->ZoomToHeight( METER_HEIGHT );
this->AddChild( m_sprBackground );
m_quadDangerGlow.ZoomToWidth( METER_WIDTH );
m_quadDangerGlow.ZoomToHeight( METER_HEIGHT );
m_quadDangerGlow.SetEffectDiffuseShift();
m_quadDangerGlow.SetEffectColor1( RageColor(1,0,0,0.8f) );
m_quadDangerGlow.SetEffectColor2( RageColor(1,0,0,0) );
m_quadDangerGlow.SetEffectClock( Actor::CLOCK_BGM_BEAT );
this->AddChild( &m_quadDangerGlow );
m_pStream = new StreamDisplay;
bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
CString sExtra = bExtra ? "extra " : "";
m_pStream->Load(
METER_WIDTH,
METER_HEIGHT,
NUM_STRIPS,
NUM_CHAMBERS,
THEME->GetPathG(sType,sExtra+"normal"),
THEME->GetPathG(sType,sExtra+"hot"),
THEME->GetPathG(sType,sExtra+"passing")
);
this->AddChild( m_pStream );
m_sprFrame.Load( THEME->GetPathG(sType,sExtra+"frame") );
m_sprFrame->SetName( "Frame" );
this->AddChild( m_sprFrame );
ActorUtil::OnCommand( m_sprFrame, sType );
m_textTimeRemaining.LoadFromFont( THEME->GetPathF(sType, "TimeRemaining") );
m_textTimeRemaining.SetName( "TimeRemaining" );
this->AddChild( &m_textTimeRemaining );
ActorUtil::OnCommand( m_textTimeRemaining, sType );
m_Meter.SetName( "Meter" );
m_Meter.Load( THEME->GetPathG(sType,"Stream"), THEME->GetMetricF(sType,"StreamWidth"), THEME->GetPathG(sType,"Tip") );
this->AddChild( &m_Meter );
ActorUtil::OnCommand( m_Meter, sType );
FOREACH_TapNoteScore( tns )
m_TapCommands[tns] = THEME->GetMetricA( sType, TapNoteScoreToString(tns)+"Command" );
m_GainLife = THEME->GetMetricA( sType, "GainLifeCommand" );
m_soundGainLife.Load( THEME->GetPathS(sType,"GainLife") );
if( pn == PLAYER_2 )
m_pStream->SetZoomX( -1 );
}
void LifeMeterTime::OnLoadSong()
@@ -53,54 +78,54 @@ void LifeMeterTime::OnLoadSong()
Course* pCourse = GAMESTATE->m_pCurCourse;
ASSERT( pCourse );
const CourseEntry *pEntry = &pCourse->m_entries[GAMESTATE->GetCourseSongIndex()];
m_fLifeRemainingSeconds += pEntry->fGainSeconds;
CLAMP( m_fLifeRemainingSeconds, 0, MAX_LIFE_SECONDS );
m_fLifeTotalGainedSeconds += pEntry->fGainSeconds;
m_soundGainLife.Play();
m_textTimeRemaining.RunCommands( m_GainLife );
if( GAMESTATE->GetCourseSongIndex() > 0 )
m_soundGainLife.Play();
}
void LifeMeterTime::ChangeLife( TapNoteScore score )
void LifeMeterTime::ChangeLife( TapNoteScore tns )
{
if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier )
return;
switch( score )
float fMeterChange = 0;
switch( tns )
{
case TNS_MARVELOUS: m_fLifeRemainingSeconds += PREFSMAN->m_fTimeMeterSecondsChangeMarvelous; break;
case TNS_PERFECT: m_fLifeRemainingSeconds += PREFSMAN->m_fTimeMeterSecondsChangePerfect; break;
case TNS_GREAT: m_fLifeRemainingSeconds += PREFSMAN->m_fTimeMeterSecondsChangeGreat; break;
case TNS_GOOD: m_fLifeRemainingSeconds += PREFSMAN->m_fTimeMeterSecondsChangeGood; break;
case TNS_BOO: m_fLifeRemainingSeconds += PREFSMAN->m_fTimeMeterSecondsChangeBoo; break;
case TNS_MISS: m_fLifeRemainingSeconds += PREFSMAN->m_fTimeMeterSecondsChangeMiss; break;
case TNS_MARVELOUS: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeMarvelous; break;
case TNS_PERFECT: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangePerfect; break;
case TNS_GREAT: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeGreat; break;
case TNS_GOOD: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeGood; break;
case TNS_BOO: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeBoo; break;
case TNS_MISS: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeMiss; break;
case TNS_HIT_MINE: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeHitMine; break;
default: ASSERT(0);
}
CLAMP( m_fLifeRemainingSeconds, 0, MAX_LIFE_SECONDS );
m_textTimeRemaining.RunCommands( m_TapCommands[score] );
m_fLifeTotalLostSeconds -= fMeterChange;
if( m_fLifeRemainingSeconds == 0 )
if( GetLifeSeconds() <= 0 )
STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
}
void LifeMeterTime::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
void LifeMeterTime::ChangeLife( HoldNoteScore hns, TapNoteScore tns )
{
switch( score )
{
case HNS_OK:
break;
case HNS_NG:
ChangeLife( TNS_MISS ); // NG is the same as a miss
break;
default:
ASSERT(0);
}
}
if( STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier )
return;
void LifeMeterTime::ChangeLife( float fDeltaLifePercent )
{
float fMeterChange = 0;
switch( hns )
{
case HNS_OK: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeOK; break;
case HNS_NG: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeNG; break;
default: ASSERT(0);
}
m_fLifeTotalLostSeconds -= fMeterChange;
if( GetLifeSeconds() <= 0 )
STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].bFailedEarlier = true;
}
void LifeMeterTime::OnDancePointsChange()
@@ -125,17 +150,43 @@ bool LifeMeterTime::IsFailing() const
void LifeMeterTime::Update( float fDeltaTime )
{
LifeMeter::Update( fDeltaTime );
// update current stage stats so ScoreDisplayLifeTime can show the right thing
float fSecs = GetLifeSeconds();
fSecs = max( 0, fSecs );
STATSMAN->m_CurStageStats.m_player[m_PlayerNumber].fLifeRemainingSeconds = fSecs;
m_textTimeRemaining.SetText( SecondsToMMSSMsMs(m_fLifeRemainingSeconds) );
m_Meter.SetPercent( m_fLifeRemainingSeconds/MAX_LIFE_SECONDS );
LifeMeter::Update( fDeltaTime );
// TODO
m_pStream->SetPercent( GetLife() );
m_pStream->SetPassingAlpha( 0 );
m_pStream->SetHotAlpha( 0 );
if( m_pStream->GetTrailingLifePercent() < DANGER_THRESHOLD && !GAMESTATE->IsPlayerDead(m_PlayerNumber) )
m_quadDangerGlow.SetDiffuseAlpha( 1 );
else
m_quadDangerGlow.SetDiffuseAlpha( 0 );
}
float LifeMeterTime::GetLife() const
{
return m_fLifeRemainingSeconds/MAX_LIFE_SECONDS;
float fPercent = GetLifeSeconds() / FULL_LIFE_SECONDS;
CLAMP( fPercent, 0, 1 );
return fPercent;
}
void LifeMeterTime::ForceFail()
{
m_fLifeTotalLostSeconds = m_fLifeTotalGainedSeconds + 100;
}
float LifeMeterTime::GetLifeSeconds() const
{
float fSecs = m_fLifeTotalGainedSeconds - (m_fLifeTotalLostSeconds + STATSMAN->m_CurStageStats.fGameplaySeconds);
return fSecs;
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
+11 -7
View File
@@ -10,6 +10,8 @@
#include "PercentageDisplay.h"
#include "AutoActor.h"
#include "MeterDisplay.h"
#include "Quad.h"
class StreamDisplay;
class LifeMeterTime : public LifeMeter
{
@@ -23,22 +25,24 @@ public:
virtual void OnLoadSong();
virtual void ChangeLife( TapNoteScore score );
virtual void ChangeLife( HoldNoteScore score, TapNoteScore tscore );
virtual void ChangeLife( float fDeltaLifePercent );
virtual void OnDancePointsChange(); // look in GAMESTATE and update the display
virtual bool IsInDanger() const;
virtual bool IsHot() const;
virtual bool IsFailing() const;
virtual float GetLife() const;
virtual void UpdateNonstopLifebar(int cleared, int total, int ProgressiveLifebarDifficulty) { };
virtual void ForceFail();
private:
float m_fLifeRemainingSeconds;
AutoActor m_sprFrame;
BitmapText m_textTimeRemaining;
MeterDisplay m_Meter;
float GetLifeSeconds() const;
apActorCommands m_TapCommands[NUM_TAP_NOTE_SCORES];
apActorCommands m_GainLife;
AutoActor m_sprBackground;
Quad m_quadDangerGlow;
StreamDisplay* m_pStream;
AutoActor m_sprFrame;
float m_fLifeTotalGainedSeconds;
float m_fLifeTotalLostSeconds;
RageSound m_soundGainLife;
};
+3 -1
View File
@@ -210,7 +210,8 @@ endif
ActorsInGameplayAndMenus = \
BGAnimation.cpp BGAnimation.h BGAnimationLayer.cpp BGAnimationLayer.h Banner.cpp Banner.h \
ConditionalBGA.cpp ConditionalBGA.h DifficultyIcon.cpp DifficultyIcon.h MeterDisplay.cpp MeterDisplay.h \
ConditionalBGA.cpp ConditionalBGA.h DifficultyIcon.cpp DifficultyIcon.h \
MeterDisplay.cpp MeterDisplay.h StreamDisplay.cpp StreamDisplay.h
Transition.cpp Transition.h
ActorsInMenus = \
@@ -244,6 +245,7 @@ ReceptorArrow.cpp ReceptorArrow.h ReceptorArrowRow.cpp ReceptorArrowRow.h \
ScoreDisplay.cpp ScoreDisplay.h \
ScoreDisplayBattle.cpp ScoreDisplayBattle.h \
ScoreDisplayCalories.cpp ScoreDisplayCalories.h \
ScoreDisplayLifeTime.cpp ScoreDisplayLifeTime.h
ScoreDisplayNormal.cpp ScoreDisplayNormal.h ScoreDisplayOni.cpp ScoreDisplayOni.h \
ScoreDisplayPercentage.cpp ScoreDisplayPercentage.h ScoreDisplayRave.cpp ScoreDisplayRave.h
+32 -15
View File
@@ -945,12 +945,15 @@ void Player::HandleStep( int col, const RageTimer &tm, bool bHeld )
if( m_pLifeMeter )
m_pLifeMeter->ChangeLife( score );
if( m_pScoreDisplay )
m_pScoreDisplay->OnJudgment( score );
if( m_pSecondaryScoreDisplay )
m_pSecondaryScoreDisplay->OnJudgment( score );
// TODO: Remove use of PlayerNumber
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->ChangeLife( pn, score );
tn.result.bHidden = true;
m_NoteData.SetTapNote( col, iIndexOverlappingNote, tn );
if( m_pNoteField )
@@ -1473,18 +1476,26 @@ void Player::HandleTapRowScore( unsigned row )
if( m_pPlayerStageStats )
m_pPlayerStageStats->SetLifeRecordAt( life, STATSMAN->m_CurStageStats.fGameplaySeconds );
if (m_pScoreDisplay)
if( m_pScoreDisplay )
{
if( m_pPlayerStageStats )
m_pScoreDisplay->SetScore(m_pPlayerStageStats->iScore);
if (m_pSecondaryScoreDisplay)
m_pScoreDisplay->SetScore( m_pPlayerStageStats->iScore );
m_pScoreDisplay->OnJudgment( scoreOfLastTap );
}
if( m_pSecondaryScoreDisplay )
{
if( m_pPlayerStageStats )
m_pSecondaryScoreDisplay->SetScore(m_pPlayerStageStats->iScore);
m_pSecondaryScoreDisplay->SetScore( m_pPlayerStageStats->iScore );
m_pSecondaryScoreDisplay->OnJudgment( scoreOfLastTap );
}
if( m_pLifeMeter ) {
if( m_pLifeMeter )
{
m_pLifeMeter->ChangeLife( scoreOfLastTap );
m_pLifeMeter->OnDancePointsChange(); // update oni life meter
}
if( m_pCombinedLifeMeter ) {
if( m_pCombinedLifeMeter )
{
m_pCombinedLifeMeter->ChangeLife( pn, scoreOfLastTap );
m_pCombinedLifeMeter->OnDancePointsChange( pn ); // update oni life meter
}
@@ -1498,7 +1509,7 @@ void Player::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
NoCheating = false;
#endif
if(GAMESTATE->m_bDemonstrationOrJukebox)
if( GAMESTATE->m_bDemonstrationOrJukebox )
NoCheating = false;
// don't accumulate points if AutoPlay is on.
if( NoCheating && m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
@@ -1512,12 +1523,18 @@ void Player::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScore )
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
if (m_pScoreDisplay)
if( m_pPlayerStageStats )
m_pScoreDisplay->SetScore(m_pPlayerStageStats->iScore);
if (m_pSecondaryScoreDisplay)
if( m_pPlayerStageStats )
m_pSecondaryScoreDisplay->SetScore(m_pPlayerStageStats->iScore);
if( m_pScoreDisplay )
{
if( m_pPlayerStageStats )
m_pScoreDisplay->SetScore( m_pPlayerStageStats->iScore );
m_pScoreDisplay->OnJudgment( holdScore, tapScore );
}
if( m_pSecondaryScoreDisplay )
{
if( m_pPlayerStageStats )
m_pSecondaryScoreDisplay->SetScore( m_pPlayerStageStats->iScore );
m_pSecondaryScoreDisplay->OnJudgment( holdScore, tapScore );
}
if( m_pLifeMeter )
{
+3
View File
@@ -24,6 +24,8 @@ void PlayerStageStats::Init()
iSongsPassed = iSongsPlayed = 0;
iTotalError = 0;
fCaloriesBurned = 0;
iTotalError = 0;
fLifeRemainingSeconds = 0;
ZERO( iTapNoteScores );
ZERO( iHoldNoteScores );
@@ -63,6 +65,7 @@ void PlayerStageStats::AddStats( const PlayerStageStats& other )
iSongsPlayed += other.iSongsPlayed;
iTotalError += other.iTotalError;
fCaloriesBurned += other.fCaloriesBurned;
fLifeRemainingSeconds = other.fLifeRemainingSeconds; // don't accumulate
const float fOtherFirstSecond = other.fFirstSecond + fLastSecond;
const float fOtherLastSecond = other.fLastSecond + fLastSecond;
+1
View File
@@ -52,6 +52,7 @@ struct PlayerStageStats
int iSongsPassed;
int iSongsPlayed;
int iTotalError;
float fLifeRemainingSeconds; // used in survival
// workout
float fCaloriesBurned;
+9
View File
@@ -3,6 +3,7 @@
#include "PlayerNumber.h"
#include "ActorFrame.h"
#include "GameConstantsAndTypes.h"
struct PlayerState;
@@ -12,6 +13,14 @@ public:
virtual void Init( const PlayerState* pPlayerState ) { m_pPlayerState = pPlayerState; }
virtual void SetScore( int iNewScore ) {}
virtual void OnLoadSong() {};
virtual void OnSongEnded() {};
/* Notification of a tap note judgment. This *is* called for
* the head of hold notes. */
virtual void OnJudgment( TapNoteScore score ) {};
/* Notification of a hold judgment. tscore is the score
* received for the initial tap note. */
virtual void OnJudgment( HoldNoteScore score, TapNoteScore tscore ) {};
protected:
const PlayerState* m_pPlayerState; // needed to look up statistics in GAMESTATE
+154
View File
@@ -0,0 +1,154 @@
#include "global.h"
#include "ScoreDisplayLifeTime.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "PlayerState.h"
#include "StatsManager.h"
#include "CommonMetrics.h"
#include "ActorUtil.h"
static const CString GAIN_LIFE_COMMAND_NAME = "GainLife";
ScoreDisplayLifeTime::ScoreDisplayLifeTime()
{
LOG->Trace( "ScoreDisplayLifeTime::ScoreDisplayLifeTime()" );
}
void ScoreDisplayLifeTime::Init( const PlayerState* pPlayerState )
{
ScoreDisplay::Init( pPlayerState );
const CString sType = "ScoreDisplayLifeTime";
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = pPlayerState->m_PlayerNumber;
m_sprFrame.Load( THEME->GetPathG(sType,"frame") );
m_sprFrame->SetName( "Frame" );
this->AddChild( m_sprFrame );
ActorUtil::OnCommand( m_sprFrame, sType );
m_textTimeRemaining.LoadFromFont( THEME->GetPathF(sType, "TimeRemaining") );
m_textTimeRemaining.SetDiffuse( PLAYER_COLOR.GetValue(pn) );
m_textTimeRemaining.SetName( "TimeRemaining" );
this->AddChild( &m_textTimeRemaining );
ActorUtil::OnCommand( m_textTimeRemaining, sType );
m_textDeltaSeconds.LoadFromFont( THEME->GetPathF(sType,"DeltaSeconds") );
m_textDeltaSeconds.SetName( "DeltaSeconds" );
this->AddChild( &m_textDeltaSeconds );
ActorUtil::OnCommand( m_textDeltaSeconds, sType );
FOREACH_TapNoteScore( tns )
{
const CString &sCommand = TapNoteScoreToString(tns);
if( !m_textDeltaSeconds.HasCommand( sCommand ) )
ActorUtil::LoadCommand( m_textDeltaSeconds, sType, sCommand );
}
FOREACH_HoldNoteScore( hns )
{
const CString &sCommand = HoldNoteScoreToString(hns);
if( !m_textDeltaSeconds.HasCommand( sCommand ) )
ActorUtil::LoadCommand( m_textDeltaSeconds, sType, sCommand );
}
{
if( !m_textDeltaSeconds.HasCommand( GAIN_LIFE_COMMAND_NAME ) )
ActorUtil::LoadCommand( m_textDeltaSeconds, sType, GAIN_LIFE_COMMAND_NAME );
}
}
void ScoreDisplayLifeTime::Update( float fDelta )
{
ScoreDisplay::Update( fDelta );
float fSecs = STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].fLifeRemainingSeconds;
CString s = SecondsToMMSSMsMs(fSecs);
s.erase( s.begin() ); // erase first digit
m_textTimeRemaining.SetText( SecondsToMMSSMsMs(fSecs) );
}
void ScoreDisplayLifeTime::OnLoadSong()
{
m_textTimeRemaining.PlayCommand( GAIN_LIFE_COMMAND_NAME );
}
void ScoreDisplayLifeTime::OnSongEnded()
{
}
void ScoreDisplayLifeTime::OnJudgment( TapNoteScore tns )
{
if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailedEarlier )
return;
float fMeterChange = 0;
switch( tns )
{
case TNS_MARVELOUS: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeMarvelous; break;
case TNS_PERFECT: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangePerfect; break;
case TNS_GREAT: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeGreat; break;
case TNS_GOOD: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeGood; break;
case TNS_BOO: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeBoo; break;
case TNS_MISS: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeMiss; break;
case TNS_HIT_MINE: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeHitMine; break;
default: ASSERT(0);
}
if( fMeterChange != 0 )
{
CString s = ssprintf( fMeterChange>0 ? "%.0fms" : "-%.0fms",fMeterChange*1000);
m_textDeltaSeconds.SetText( s );
m_textDeltaSeconds.PlayCommand( TapNoteScoreToString(tns) );
}
}
void ScoreDisplayLifeTime::OnJudgment( HoldNoteScore hns, TapNoteScore tns )
{
if( STATSMAN->m_CurStageStats.m_player[m_pPlayerState->m_PlayerNumber].bFailedEarlier )
return;
float fMeterChange = 0;
switch( hns )
{
case HNS_OK: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeOK; break;
case HNS_NG: fMeterChange = PREFSMAN->m_fTimeMeterSecondsChangeNG; break;
default: ASSERT(0);
}
if( fMeterChange != 0 )
{
CString s = ssprintf( fMeterChange>0 ? "%.0fms" : "-%.0fms",fMeterChange*1000);
m_textDeltaSeconds.SetText( s );
m_textDeltaSeconds.PlayCommand( HoldNoteScoreToString(hns) );
}
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+55
View File
@@ -0,0 +1,55 @@
/* ScoreDisplayLifeTime - Display a updating count of life time remaining. */
#ifndef ScoreDisplayLifeTime_H
#define ScoreDisplayLifeTime_H
#include "ScoreDisplay.h"
#include "BitmapText.h"
#include "AutoActor.h"
class ScoreDisplayLifeTime : public ScoreDisplay
{
public:
ScoreDisplayLifeTime();
virtual void Init( const PlayerState* pPlayerState );
virtual void Update( float fDelta );
virtual void OnLoadSong();
virtual void OnSongEnded();
virtual void OnJudgment( TapNoteScore score );
virtual void OnJudgment( HoldNoteScore score, TapNoteScore tscore );
protected:
AutoActor m_sprFrame;
BitmapText m_textTimeRemaining;
BitmapText m_textDeltaSeconds;
};
#endif
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+1 -1
View File
@@ -8,7 +8,7 @@
ScoreDisplayPercentage::ScoreDisplayPercentage()
{
m_sprFrame.Load( THEME->GetPathG("ScoreDisplayNormal","frame") );
this->AddChild( &m_sprFrame );
this->AddChild( m_sprFrame );
m_Percent.SetName( "ScoreDisplayPercentage Percent" );
this->AddChild( &m_Percent );
+2 -2
View File
@@ -5,7 +5,7 @@
#include "ScoreDisplay.h"
#include "PercentageDisplay.h"
#include "Sprite.h"
#include "AutoActor.h"
class ScoreDisplayPercentage: public ScoreDisplay
{
@@ -14,8 +14,8 @@ public:
void Init( const PlayerState* pPlayerState );
private:
AutoActor m_sprFrame;
PercentageDisplay m_Percent;
Sprite m_sprFrame;
};
#endif
+25 -8
View File
@@ -13,6 +13,7 @@
#include "GameState.h"
#include "ScoreDisplayNormal.h"
#include "ScoreDisplayPercentage.h"
#include "ScoreDisplayLifeTime.h"
#include "ScoreDisplayOni.h"
#include "ScoreDisplayBattle.h"
#include "ScoreDisplayRave.h"
@@ -414,7 +415,10 @@ void ScreenGameplay::Init()
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
m_pPrimaryScoreDisplay[p] = new ScoreDisplayOni;
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_TIME )
m_pPrimaryScoreDisplay[p] = new ScoreDisplayLifeTime;
else
m_pPrimaryScoreDisplay[p] = new ScoreDisplayOni;
break;
default:
ASSERT(0);
@@ -1045,10 +1049,14 @@ void ScreenGameplay::LoadNextSong()
// give a little life back between stages
if( m_pLifeMeter[p] )
m_pLifeMeter[p]->OnLoadSong();
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->OnLoadSong();
if( m_pPrimaryScoreDisplay[p] )
m_pPrimaryScoreDisplay[p]->OnLoadSong();
if( m_pSecondaryScoreDisplay[p] )
m_pSecondaryScoreDisplay[p]->OnLoadSong();
}
}
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->OnLoadSong();
m_SongForeground.LoadFromSong( GAMESTATE->m_pCurSong );
@@ -1552,8 +1560,12 @@ void ScreenGameplay::Update( float fDeltaTime )
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
FOREACH_EnabledPlayer(p)
{
STATSMAN->m_CurStageStats.m_player[p].bFailed = true; // fail
m_pLifeMeter[p]->ForceFail();
STATSMAN->m_CurStageStats.m_player[p].SetLifeRecordAt( 0, STATSMAN->m_CurStageStats.fGameplaySeconds );
}
}
this->PostScreenMessage( SM_NotesEnded, 0 );
@@ -2280,17 +2292,22 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_pSoundMusic->Stop();
/* Next song. */
// give a little life back between stages
FOREACH_EnabledPlayer(p)
{
if( !STATSMAN->m_CurStageStats.m_player[p].bFailed )
{
// give a little life back between stages
if( m_pLifeMeter[p] )
m_pLifeMeter[p]->OnSongEnded();
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->OnSongEnded();
if( m_pPrimaryScoreDisplay[p] )
m_pPrimaryScoreDisplay[p]->OnSongEnded();
if( m_pSecondaryScoreDisplay[p] )
m_pSecondaryScoreDisplay[p]->OnSongEnded();
}
}
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->OnSongEnded();
int iPlaySongIndex = GAMESTATE->GetCourseSongIndex()+1;
iPlaySongIndex %= m_apSongsQueue.size();
+18 -2
View File
@@ -62,7 +62,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -99,7 +99,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -1866,6 +1866,14 @@ SOURCE=.\MeterDisplay.h
# End Source File
# Begin Source File
SOURCE=.\StreamDisplay.cpp
# End Source File
# Begin Source File
SOURCE=.\StreamDisplay.h
# End Source File
# Begin Source File
SOURCE=.\Transition.cpp
# End Source File
# Begin Source File
@@ -2114,6 +2122,14 @@ SOURCE=.\ScoreDisplayCalories.h
# End Source File
# Begin Source File
SOURCE=.\ScoreDisplayLifeTime.cpp
# End Source File
# Begin Source File
SOURCE=.\ScoreDisplayLifeTime.h
# End Source File
# Begin Source File
SOURCE=.\ScoreDisplayNormal.cpp
# End Source File
# Begin Source File
+12
View File
@@ -1466,6 +1466,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath="MeterDisplay.h">
</File>
<File
RelativePath="StreamDisplay.cpp">
</File>
<File
RelativePath="StreamDisplay.h">
</File>
<File
RelativePath="Transition.cpp">
</File>
@@ -1882,6 +1888,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath="ScoreDisplayCalories.h">
</File>
<File
RelativePath="ScoreDisplayLifeTime.cpp">
</File>
<File
RelativePath="ScoreDisplayLifeTime.h">
</File>
<File
RelativePath="ScoreDisplayNormal.cpp">
</File>
+258
View File
@@ -0,0 +1,258 @@
#include "global.h"
#include "StreamDisplay.h"
#include "GameState.h"
void StreamDisplay::Load(
float fMeterWidth,
float fMeterHeight,
int iNumStrips,
int iNumChambers,
const CString &sNormalPath,
const CString &sHotPath,
const CString &sPassingPath
)
{
m_fMeterWidth = fMeterWidth;
m_fMeterHeight = fMeterHeight;
m_iNumStrips = iNumStrips;
m_iNumChambers = iNumChambers;
m_quadMask.SetDiffuse( RageColor(0,0,0,1) );
m_quadMask.SetZ( 1 );
m_quadMask.SetBlendMode( BLEND_NO_EFFECT );
m_quadMask.SetUseZBuffer( true );
CString sGraphicPath;
RageTextureID ID;
ID.bStretch = true;
ID.filename = sNormalPath;
m_sprStreamNormal.Load( ID );
m_sprStreamNormal.SetUseZBuffer( true );
ID.filename = sHotPath;
m_sprStreamHot.Load( ID );
m_sprStreamHot.SetUseZBuffer( true );
ID.filename = sPassingPath;
m_sprStreamPassing.Load( ID );
m_sprStreamPassing.SetUseZBuffer( true );
}
void StreamDisplay::Update( float fDeltaSecs )
{
// HACK: Tweaking these values is very difficulty. Update the
// "physics" many times so that the spring motion appears faster
for( int i=0; i<10; i++ )
{
const float fDelta = m_fPercent - m_fTrailingPercent;
// Don't apply spring and viscous forces if we're full or empty.
// Just move straight to either full or empty.
if( m_fPercent <= 0 || m_fPercent >= 1 )
{
m_fVelocity = (fDelta / fabsf(fDelta)) * 4;
}
else
{
const float fSpringForce = fDelta * 2.0f;
m_fVelocity += fSpringForce * fDeltaSecs;
const float fViscousForce = -m_fVelocity * 0.2f;
m_fVelocity += fViscousForce * fDeltaSecs;
}
CLAMP( m_fVelocity, -.06f, +.02f );
m_fTrailingPercent += m_fVelocity * fDeltaSecs;
}
// Don't clamp life percentage a little outside the visible range so
// that the clamp doesn't dampen the "jiggle" of the meter.
CLAMP( m_fTrailingPercent, -0.1f, 1.1f );
}
void StreamDisplay::DrawPrimitives()
{
DrawMask( m_fTrailingPercent ); // this is the "right endcap" to the life
const float fChamberWidthInPercent = 1.0f/m_iNumChambers;
float fPercentBetweenStrips = 1.0f/m_iNumStrips;
// round this so that the chamber overflows align
if( m_iNumChambers > 10 )
fPercentBetweenStrips = Quantize( fPercentBetweenStrips, fChamberWidthInPercent );
float fPercentOffset = fmodf( GAMESTATE->m_fSongBeat/4+1000, fPercentBetweenStrips );
ASSERT( fPercentOffset >= 0 && fPercentOffset <= fPercentBetweenStrips );
for( float f=fPercentOffset+1; f>=0; f-=fPercentBetweenStrips )
{
DrawMask( f );
DrawStrip( f );
}
}
void StreamDisplay::SetPercent( float fPercent )
{
float fDeltaPercent = fPercent - m_fPercent;
m_fVelocity += fDeltaPercent;
m_fPercent = fPercent;
}
void StreamDisplay::SetPassingAlpha( float fPassingAlpha )
{
m_fPassingAlpha = fPassingAlpha;
}
void StreamDisplay::SetHotAlpha( float fHotAlpha )
{
m_fHotAlpha = fHotAlpha;
}
void StreamDisplay::GetChamberIndexAndOverslow( float fPercent, int& iChamberOut, float& fChamberOverflowPercentOut )
{
iChamberOut = (int)(fPercent*m_iNumChambers);
fChamberOverflowPercentOut = fPercent*m_iNumChambers - iChamberOut;
}
float StreamDisplay::GetChamberLeftPercent( int iChamber )
{
return (iChamber+0) / (float)m_iNumChambers;
}
float StreamDisplay::GetChamberRightPercent( int iChamber )
{
return (iChamber+1) / (float)m_iNumChambers;
}
float StreamDisplay::GetRightEdgePercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 0 )
return (iChamber+fChamberOverflowPercent) / (float)m_iNumChambers;
else
return (iChamber+1) / (float)m_iNumChambers;
}
float StreamDisplay::GetHeightPercent( int iChamber, float fChamberOverflowPercent )
{
if( (iChamber%2) == 1 )
return 1-fChamberOverflowPercent;
else
return 0;
}
void StreamDisplay::DrawStrip( float fRightEdgePercent )
{
RectF rect;
const float fChamberWidthInPercent = 1.0f/m_iNumChambers;
const float fStripWidthInPercent = 1.0f/m_iNumStrips;
const float fCorrectedRightEdgePercent = fRightEdgePercent + fChamberWidthInPercent;
const float fCorrectedStripWidthInPercent = fStripWidthInPercent + 2*fChamberWidthInPercent;
const float fCorrectedLeftEdgePercent = fCorrectedRightEdgePercent - fCorrectedStripWidthInPercent;
// set size of streams
rect.left = -m_fMeterWidth/2 + m_fMeterWidth*max(0,fCorrectedLeftEdgePercent);
rect.top = -m_fMeterHeight/2;
rect.right = -m_fMeterWidth/2 + m_fMeterWidth*min(1,fCorrectedRightEdgePercent);
rect.bottom = +m_fMeterHeight/2;
ASSERT( rect.left <= m_fMeterWidth/2 && rect.right <= m_fMeterWidth/2 );
float fPercentCroppedFromLeft = max( 0, -fCorrectedLeftEdgePercent );
float fPercentCroppedFromRight = max( 0, fCorrectedRightEdgePercent-1 );
m_sprStreamNormal.StretchTo( rect );
m_sprStreamPassing.StretchTo( rect );
m_sprStreamHot.StretchTo( rect );
// set custom texture coords
// float fPrecentOffset = fRightEdgePercent;
RectF frectCustomTexRect(
fPercentCroppedFromLeft,
0,
1-fPercentCroppedFromRight,
1);
m_sprStreamNormal.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamPassing.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamHot.SetCustomTextureRect( frectCustomTexRect );
m_sprStreamPassing.SetDiffuse( RageColor(1,1,1,m_fPassingAlpha) );
m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
if( m_fPassingAlpha < 1 && m_fHotAlpha < 1)
m_sprStreamNormal.Draw();
if( m_fHotAlpha < 1)
m_sprStreamPassing.Draw();
m_sprStreamHot.Draw();
}
void StreamDisplay::DrawMask( float fPercent )
{
RectF rect;
int iChamber;
float fChamberOverflowPercent;
GetChamberIndexAndOverslow( fPercent, iChamber, fChamberOverflowPercent );
float fRightPercent = GetRightEdgePercent( iChamber, fChamberOverflowPercent );
float fHeightPercent = GetHeightPercent( iChamber, fChamberOverflowPercent );
float fChamberLeftPercent = GetChamberLeftPercent( iChamber );
float fChamberRightPercent = GetChamberRightPercent( iChamber );
// draw mask for vertical chambers
rect.left = -m_fMeterWidth/2 + fChamberLeftPercent*m_fMeterWidth-1;
rect.top = -m_fMeterHeight/2;
rect.right = -m_fMeterWidth/2 + fChamberRightPercent*m_fMeterWidth+1;
rect.bottom = -m_fMeterHeight/2 + fHeightPercent*m_fMeterHeight;
rect.left = MIN( rect.left, + m_fMeterWidth/2 );
rect.right = MIN( rect.right, + m_fMeterWidth/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
// draw mask for horizontal chambers
rect.left = -m_fMeterWidth/2 + fRightPercent*m_fMeterWidth;
rect.top = -m_fMeterHeight/2;
rect.right = +m_fMeterWidth/2;
rect.bottom = +m_fMeterHeight/2;
rect.left = MIN( rect.left, + m_fMeterWidth/2 );
rect.right = MIN( rect.right, + m_fMeterWidth/2 );
m_quadMask.StretchTo( rect );
m_quadMask.Draw();
}
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
+90
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@@ -0,0 +1,90 @@
#ifndef StreamDisplay_H
#define StreamDisplay_H
#include "Sprite.h"
#include "Quad.h"
class StreamDisplay : public Actor
{
public:
StreamDisplay()
{
m_fMeterWidth = 0;
m_fMeterHeight = 0;
m_iNumStrips = 1;
m_iNumChambers = 1;
m_fPercent = 0;
m_fPassingAlpha = 0;
m_fHotAlpha = 0;
}
virtual void Update( float fDeltaSecs );
void Load(
float fMeterWidth,
float fMeterHeight,
int iNumStrips,
int iNumChambers,
const CString &sNormalPath,
const CString &sHotPath,
const CString &sPassingPath
);
void DrawPrimitives();
void SetPercent( float fPercent );
void SetPassingAlpha( float fPassingAlpha );
void SetHotAlpha( float fHotAlpha );
float GetTrailingLifePercent() { return m_fTrailingPercent; }
private:
Sprite m_sprStreamNormal;
Sprite m_sprStreamHot;
Sprite m_sprStreamPassing;
Quad m_quadMask;
float m_fMeterHeight;
float m_fMeterWidth;
int m_iNumStrips;
int m_iNumChambers;
float m_fPercent;
float m_fTrailingPercent; // this approaches m_fPercent
float m_fVelocity; // of m_fTrailingPercent
float m_fPassingAlpha;
float m_fHotAlpha;
void GetChamberIndexAndOverslow( float fPercent, int& iChamberOut, float& fChamberOverflowPercentOut );
float GetChamberLeftPercent( int iChamber );
float GetChamberRightPercent( int iChamber );
float GetRightEdgePercent( int iChamber, float fChamberOverflowPercent );
float GetHeightPercent( int iChamber, float fChamberOverflowPercent );
void DrawStrip( float fRightEdgePercent );
void DrawMask( float fPercent );
};
#endif
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/