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
+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.