Fixed conflicts to merge kickbox in.
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@@ -22,10 +22,60 @@ function GetExtraColorThreshold()
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para = 10,
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techno = 10,
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lights = 10, -- lights shouldn't be playable
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kickbox= 100, -- extra color is lame
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}
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return Modes[CurGameName()] or 10
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end
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-- GameplayMargins exists to provide a layer of backwards compatibility for
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-- people using the X position metrics to set where the notefields are.
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-- This makes it somewhat complex.
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-- Rather than trying to understand how it works, you can simply do this:
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-- (example values in parentheses)
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-- 1. Decide how much space you want in the center between notefields. (80)
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-- 2. Decide how much space you want on each side. (40)
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-- 3. Write a simple function that just returns those numbers:
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-- function GameplayMargins() return 40, 80, 40 end
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-- Then the engine does the work of figuring out where each notefield should
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-- be centered.
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function GameplayMargins(enabled_players, styletype)
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local other= {[PLAYER_1]= PLAYER_2, [PLAYER_2]= PLAYER_1}
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local margins= {[PLAYER_1]= {40, 40}, [PLAYER_2]= {40, 40}}
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-- Use a fake style width because calculating the real style width throws off
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-- the code in the engine.
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local fake_style_width= 272
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-- Handle the case of a single player that is centered first because it's
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-- simpler.
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if Center1Player() then
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local pn= enabled_players[1]
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fake_style_width= 544
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local center= _screen.cx
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local left= center - (fake_style_width / 2)
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local right= _screen.w - center - (fake_style_width / 2)
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-- center margin width will be ignored.
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return left, 80, right
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end
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local half_screen= _screen.w / 2
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local left= {[PLAYER_1]= 0, [PLAYER_2]= half_screen}
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for i, pn in ipairs(enabled_players) do
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local edge= left[pn]
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local center= THEME:GetMetric("ScreenGameplay",
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"Player"..ToEnumShortString(pn)..ToEnumShortString(styletype).."X")
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-- Adjust for the p2 center being on the right side.
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center= center - edge
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margins[pn][1]= center - (fake_style_width / 2)
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margins[pn][2]= half_screen - center - (fake_style_width / 2)
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if #enabled_players == 1 then
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margins[other[pn]][1]= margins[pn][2]
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margins[other[pn]][2]= margins[pn][1]
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end
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end
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local left= margins[PLAYER_1][1]
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local center= margins[PLAYER_1][2] + margins[PLAYER_2][1]
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local right= margins[PLAYER_2][2]
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return left, center, right
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end
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-- AllowOptionsMenu()
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-- [en] returns if you are able to select options
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-- on ScreenSelectMusic.
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@@ -51,11 +101,68 @@ function GameCompatibleModes()
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maniax = "Single,Double,Versus",
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-- todo: add versus modes for technomotion
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techno = "Single4,Single5,Single8,Double4,Double5,Double8",
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lights = "Single" -- lights shouldn't be playable
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lights = "Single", -- lights shouldn't be playable
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}
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return Modes[CurGameName()]
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end
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local function upper_first_letter(s)
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local first_letter= s:match("([a-zA-Z])")
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return s:gsub(first_letter, first_letter:upper(), 1)
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end
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-- No more having a metric for every style for every game mode. -Kyz
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function ScreenSelectStyleChoices()
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local styles= GAMEMAN:GetStylesForGame(GAMESTATE:GetCurrentGame():GetName())
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local choices= {}
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for i, style in ipairs(styles) do
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local name= style:GetName()
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local cap_name= upper_first_letter(name)
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-- couple-edit and threepanel don't seem like they should actually be
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-- selectable. -Kyz
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if name ~= "couple-edit" and name ~= "threepanel" then
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choices[#choices+1]= "name," .. cap_name .. ";style," .. name ..
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";text," .. cap_name .. ";screen," .. Branch.AfterSelectStyle()
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end
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end
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return choices
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end
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-- No more having an xy for every style for every game mode. -Kyz
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function ScreenSelectStylePositions(count)
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local poses= {}
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local columns= 1
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local choice_height= 96
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local column_x= {_screen.cx, _screen.cx + 160}
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if count > 4 then
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column_x[1]= _screen.cx - 160
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columns= 2
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end
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if count > 8 then
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column_x[1]= _screen.cx - 240
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column_x[2]= _screen.cx
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column_x[3]= _screen.cx + 240
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columns= 3
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end
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local num_per_column= {math.ceil(count/columns), math.floor(count/columns)}
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if count > 8 then
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if count % 3 == 0 then
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num_per_column[3]= count/columns
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elseif count % 3 == 1 then
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num_per_column[3]= num_per_column[2]
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else
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num_per_column[3]= num_per_column[1]
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end
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end
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for c= 1, columns do
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local start_y= _screen.cy - (choice_height * ((num_per_column[c] / 2)+.5))
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for i= 1, num_per_column[c] do
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poses[#poses+1]= {column_x[c], start_y + (choice_height * i)}
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end
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end
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return poses
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end
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function SelectProfileKeys()
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local sGame = CurGameName()
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if sGame == "pump" then
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