NEW FEATURE: AutoSync status now shown during gameplay with icon

NEW FEATURE:  added autogen icon to select music
NEW FEATURE:  toggle for easter eggs in Machine Options
NEW FEATURE:  marvelous step timing togglable in Machine Options
NEW FEATURE:  Grade AAAA (all marvelous)
CHANGE:  Only show ScreenHowToPlay if at least one player chose easy
This commit is contained in:
Chris Danford
2003-01-11 08:55:21 +00:00
parent 82a4960bd9
commit 3ff91dffb0
51 changed files with 654 additions and 401 deletions
+69
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenLogo
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenLogo.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "GameDef.h"
#include "RageLog.h"
#include "SongManager.h"
#define LOGO_X THEME->GetMetricF("ScreenLogo","LogoX")
#define LOGO_Y THEME->GetMetricF("ScreenLogo","LogoY")
#define VERSION_X THEME->GetMetricF("ScreenLogo","VersionX")
#define VERSION_Y THEME->GetMetricF("ScreenLogo","VersionY")
#define SONGS_X THEME->GetMetricF("ScreenLogo","SongsX")
#define SONGS_Y THEME->GetMetricF("ScreenLogo","SongsY")
ScreenLogo::ScreenLogo()
{
LOG->Trace( "ScreenLogo::ScreenLogo()" );
}
void ScreenLogo::FirstUpdate()
{
ScreenAttract::FirstUpdate();
// we have to do init here because ScreenAttract does it's initialization in FirstUpdate()
m_sprLogo.Load( THEME->GetPathTo("Graphics",ssprintf("logo %s",GAMESTATE->GetCurrentGameDef()->m_szName)) );
m_sprLogo.SetXY( LOGO_X, LOGO_Y );
m_sprLogo.SetGlow( RageColor(1,1,1,1) );
m_sprLogo.SetZoomY( 0 );
m_sprLogo.StopTweening();
m_sprLogo.BeginTweening( 0.5f ); // sleep
m_sprLogo.BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprLogo.SetEffectGlowing(1, RageColor(1,1,1,0.1f), RageColor(1,1,1,0.3f) );
m_sprLogo.SetTweenZoom( 1 );
this->AddChild( &m_sprLogo );
m_textVersion.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textVersion.SetText( "v3.0 final" );
m_textVersion.SetDiffuse( RageColor(0.6f,0.6f,0.6f,1) ); // light gray
m_textVersion.SetXY( VERSION_X, VERSION_Y );
m_textVersion.SetZoom( 0.5f );
m_textVersion.SetShadowLength( 2 );
this->AddChild( &m_textVersion );
m_textSongs.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSongs.SetHorizAlign( Actor::align_left );
m_textSongs.SetText( ssprintf("Found %u Songs", SONGMAN->m_pSongs.size()) );
m_textSongs.SetDiffuse( RageColor(0.6f,0.6f,0.6f,1) ); // light gray
m_textSongs.SetXY( SONGS_X, SONGS_Y );
m_textSongs.SetZoom( 0.5f );
m_textSongs.SetShadowLength( 2 );
this->AddChild( &m_textSongs );
this->MoveToBack( &(ScreenAttract::m_Fade) ); // put it in the back so it covers up the stuff we just added
}