CONFLICT RESOLUTION (view entire LOG message to see):

GAMEMANAGER. we did different fixes. I merged the best of both ;)
EZ2DANCER columns now aligned correctly
EZ2DANCER stage screen stylization now underway
NOTE: This Release WILL NOT COMPILE. Some Members of RAGELOG and RAGESOUND have disappeared, and I don't know where to.
This commit is contained in:
Andrew Livy
2002-08-01 21:11:32 +00:00
parent 2d4eb7baff
commit 4343e5aebf
9 changed files with 329 additions and 35 deletions
+1 -1
View File
@@ -219,7 +219,7 @@ bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
break;
// Generate a plan.
for( int i=0; i<pSong->m_fLastBeat; i+=16 )
for( i=0; i<pSong->m_fLastBeat; i+=16 )
m_aAnimSegs.Add( AnimSeg((float)i,rand()%m_BackgroundAnimations.GetSize()) ); // change BG every 4 bars
for( i=0; i<pSong->m_BPMSegments.GetSize(); i++ )
+31 -21
View File
@@ -23,13 +23,23 @@ GameManager* GAMEMAN = NULL; // global and accessable from anywhere in our progr
const int DANCE_COL_SPACING = 64;
const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
// <<<<<<< GameManager.cpp
// const int PUMP_COL_SPACING = 60;
const int EZ2_COL_SPACING = 46;
const int EZ2_DOUBLE_ADJUST = 150;
// =======
const int PUMP_COL_SPACING = 50;
const int EZ2_COL_SPACING = 50;
//const int EZ2_COL_SPACING = 50;
//
// Important: Every game must define the buttons: "Start", "Back", "MenuLeft", and "MenuRight"
//
// >>>>>>> 1.24
GameDef g_GameDefs[NUM_GAMES] =
{
@@ -588,28 +598,28 @@ StyleDef g_StyleDefs[NUM_STYLES] =
10, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f },
{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f },
{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f },
{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f },
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
},
{ // PLAYER_2
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f },
{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f },
{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f },
{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f },
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
+1 -1
View File
@@ -67,7 +67,7 @@ void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iPixelsToDrawBeh
}
for( int i=0; i<MAX_HOLD_NOTES; i++ )
for( i=0; i<MAX_HOLD_NOTES; i++ )
m_fHoldNoteLife[i] = 1; // start with full life
+216
View File
@@ -0,0 +1,216 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEz2Stage
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Andrew Livy
-----------------------------------------------------------------------------
*/
#include "ScreenEz2Stage.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "BitmapText.h"
#include "TransitionFadeWipe.h"
#include "TransitionFade.h"
#include "ScreenSelectMusic.h"
#include "ScreenGameplay.h"
#include "SongManager.h"
#include "Sprite.h"
#include "AnnouncerManager.h"
#include "GameState.h"
const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
const ScreenMessage SM_DoneFadingIn = ScreenMessage(SM_User + 2);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 3);
ScreenEz2Stage::ScreenEz2Stage()
{
MUSIC->Stop();
m_pNextScreen = NULL;
m_textStage.Load( THEME->GetPathTo(FONT_STAGE) );
m_textStage.TurnShadowOff();
m_textStageString.Load( THEME->GetPathTo(FONT_STAGE) );
m_textStageString.TurnShadowOff();
for (int i=0; i<20; i++)
{
m_blobs_a[i].Load( THEME->GetPathTo(FONT_STAGE) );
m_blobs_a[i].TurnShadowOff();
m_blobs_b[i].Load( THEME->GetPathTo(FONT_STAGE) );
m_blobs_b[i].TurnShadowOff();
}
for (i=0; i<2; i++)
{
m_ez2ukm[i].Load( THEME->GetPathTo(FONT_STAGE) );
m_ez2ukm[i].TurnShadowOff();
}
if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI )
{
m_textStage.SetText( "Nonstop Challenge" );
m_textStage.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,1,1) ); // light blue
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ONI) );
}
else if( GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS )
{
m_textStage.SetText( "Endless Challenge" );
m_textStage.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,1,1) ); // light blue
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ENDLESS) );
}
else if( GAMESTATE->IsExtraStage() )
{
m_textStage.SetText( "Extra Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) ); // red
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA) );
}
else if( GAMESTATE->IsExtraStage2() )
{
m_textStage.SetText( "Another Extra Stage" ); // red
m_textStage.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ANOTHER_EXTRA) );
}
else if( GAMESTATE->IsFinalStage() )
{
m_textStage.SetText( "Final Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_FINAL) );
}
else
{
m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
m_textStage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textStageString.SetText( "NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT" );
m_textStageString.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
for ( i=0; i<20; i++)
{
m_blobs_a[i].SetText( "$" );
m_blobs_a[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_blobs_b[i].SetText( "$" );
m_blobs_b[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
}
for (i=0; i<2; i++)
{
m_ez2ukm[i].SetText( "EZ2DANCER UK MOVE" );
m_ez2ukm[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
}
const int iStageNo = GAMESTATE->GetStageIndex()+1;
switch( iStageNo )
{
case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_1) ); break;
case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_2) ); break;
case 3: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_3) ); break;
case 4: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_4) ); break;
case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
default: ; break; // play nothing
}
}
m_textStageString.SetXY(CENTER_X - 300, CENTER_Y - 150);
m_textStageString.SetZoomX( 1.5f );
m_textStageString.SetZoomY( 1.5f );
m_textStageString.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
for ( i=0; i<20; i++)
{
m_blobs_a[i].SetZoomX( 1.2f );
m_blobs_a[i].SetZoomY( 1.2f );
m_blobs_b[i].SetZoomX( 1.2f );
m_blobs_b[i].SetZoomY( 1.2f );
m_blobs_a[i].SetXY( CENTER_X-500-((i*i)*4), CENTER_Y + 140 );
m_blobs_a[i].SetDiffuseColor( D3DXCOLOR(1.0f/255.0f*245.0f,1.0f/255.0f*237.0f,1.0f/255.0f*19.0f,0) );
m_blobs_b[i].SetXY( CENTER_X+500+((i*i)*4), CENTER_Y + 170 );
m_blobs_b[i].SetDiffuseColor( D3DXCOLOR(1.0f/255.0f*245.0f,1.0f/255.0f*237.0f,1.0f/255.0f*19.0f,0) );
}
for (i=0; i<2; i++)
{
m_ez2ukm[i].SetZoomX( 0.9f );
m_ez2ukm[i].SetZoomY( 0.9f );
}
m_ez2ukm[0].SetXY( SCREEN_WIDTH + 100, 30 );
m_ez2ukm[1].SetXY( 0 - 100, SCREEN_HEIGHT - 30 );
m_textStage.SetXY( CENTER_X, CENTER_Y );
m_textStage.SetZoomX( 4 );
m_textStage.SetZoomY( 4 );
m_textStage.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
m_textStage.BeginTweening( 0.5f );
m_textStageString.BeginTweening( 0.3f );
for (i=0; i<2; i++)
{
m_ez2ukm[i].BeginTweening(0.5f);
}
for ( i=0; i<20; i++)
{
m_blobs_a[i].BeginTweening(0.2f * i / 7);
m_blobs_b[i].BeginTweening(0.2f * i / 7);
m_blobs_a[i].SetTweenX(40+(i*30.0f));
m_blobs_b[i].SetTweenX(SCREEN_WIDTH-40-(i*30.0f));
m_blobs_a[i].SetTweenDiffuseColor( D3DXCOLOR(1.0f/255.0f*245.0f,1.0f/255.0f*237.0f,1.0f/255.0f*19.0f,1) );
m_blobs_b[i].SetTweenDiffuseColor( D3DXCOLOR(1.0f/255.0f*245.0f,1.0f/255.0f*237.0f,1.0f/255.0f*19.0f,1) );
}
m_ez2ukm[0].SetTweenX(0+150);
m_ez2ukm[1].SetTweenX(SCREEN_WIDTH-150);
m_textStage.SetTweenZoom( 4 );
m_textStageString.SetTweenX(CENTER_X);
m_textStage.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textStageString.SetTweenDiffuseColor( D3DXCOLOR(1.0f/255.0f*245.0f,1.0f/255.0f*237.0f,1.0f/255.0f*19.0f,1) );
this->AddSubActor( &m_textStage );
this->AddSubActor( &m_textStageString );
for ( i=0; i<20; i++)
{
this->AddSubActor( &m_blobs_a[i] );
this->AddSubActor( &m_blobs_b[i] );
}
for (i=0; i<2; i++)
{
this->AddSubActor( &m_ez2ukm[i] );
}
this->SendScreenMessage( SM_DoneFadingIn, 0.6f );
this->SendScreenMessage( SM_StartFadingOut, 1.2f );
}
void ScreenEz2Stage::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_StartFadingOut:
m_textStage.BeginTweening( 0.8f );
m_textStage.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
this->SendScreenMessage( SM_GoToNextState, 0.8f );
break;
case SM_DoneFadingIn:
m_pNextScreen = new ScreenGameplay;
break;
case SM_GoToNextState:
SCREENMAN->SetNewScreen( m_pNextScreen );
break;
}
}
+35
View File
@@ -0,0 +1,35 @@
/*
-----------------------------------------------------------------------------
Class: ScreenEz2Stage
Desc: Shows the stage number.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Andrew Livy
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "BitmapText.h"
class ScreenEz2Stage : public Screen
{
public:
ScreenEz2Stage();
virtual void HandleScreenMessage( const ScreenMessage SM );
private:
bool m_bTryExtraStage;
BitmapText m_textStage;
BitmapText m_textStageString;
BitmapText m_blobs_a[20];
BitmapText m_blobs_b[20];
BitmapText m_ez2ukm[2];
Screen* m_pNextScreen;
};
+27 -8
View File
@@ -204,7 +204,7 @@ ScreenGameplay::ScreenGameplay()
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textCourseSongNumber[p].Load( THEME->GetPathTo(FONT_HEADER2) );
m_textCourseSongNumber[p].TurnShadowOff();
@@ -231,7 +231,7 @@ ScreenGameplay::ScreenGameplay()
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
m_frameTop.AddSubActor( &m_textCourseSongNumber[p] );
break;
@@ -294,9 +294,9 @@ ScreenGameplay::ScreenGameplay()
m_pScoreDisplay[p]->SetZoom( 0.8f );
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
m_frameBottom.AddSubActor( m_pScoreDisplay[p] );
}
// }
m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
// m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
m_textPlayerOptions[p].TurnShadowOff();
m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_LOCAL_X[p], PLAYER_OPTIONS_LOCAL_Y[p] );
@@ -304,6 +304,7 @@ ScreenGameplay::ScreenGameplay()
m_textPlayerOptions[p].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
m_frameBottom.AddSubActor( &m_textPlayerOptions[p] );
}
}
@@ -316,20 +317,38 @@ ScreenGameplay::ScreenGameplay()
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
continue;
// CONFLICT RESOLUTION:
// BY ANDY
// <<<<<<< ScreenGameplay.cpp
// =======
// YOURS:
/*
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
*/
//>>>>>>> 1.32 MINE
/*
if( GAMESTATE->m_CurGame != GAME_EZ2 )
{
{
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
}
*/
// HOW I THINK IT SHOULD BE FIXED:
if( GAMESTATE->m_CurGame != GAME_EZ2 )
{
float fDifficultyY = DIFFICULTY_Y[p];
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
this->AddSubActor( &m_DifficultyBanner[p] );
}
}
@@ -482,7 +501,7 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
iPlaySongIndex = GAMESTATE->m_iSongsIntoCourse;
GAMESTATE->m_pCurSong = apSongs[iPlaySongIndex];
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
{
GAMESTATE->m_pCurNotes[p] = apNotes[iPlaySongIndex];
if( asModifiers[iPlaySongIndex] != "" ) // some modifiers specified
@@ -967,7 +986,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
GAMESTATE->m_apSongsPlayed.Add( GAMESTATE->m_pCurSong );
GAMESTATE->m_iSongsIntoCourse++;
for( int p=0; p<NUM_PLAYERS; p++ )
for( p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsPlayerEnabled(p) )
if( !m_pLifeMeter[p]->FailedEarlier() )
GAMESTATE->m_iSongsBeforeFail[p]++;
+9 -3
View File
@@ -30,7 +30,7 @@
#include "AnnouncerManager.h"
#include "InputMapper.h"
#include "GameState.h"
#include "ScreenEz2Stage.h"
const float SONG_INFO_FRAME_X = 160;
const float SONG_INFO_FRAME_Y = SCREEN_TOP+118;
@@ -324,8 +324,14 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
else
{
MUSIC->Stop();
SCREENMAN->SetNewScreen( new ScreenStage );
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
SCREENMAN->SetNewScreen( new ScreenStage );
}
else
{
SCREENMAN->SetNewScreen( new ScreenEz2Stage );
}
}
break;
case SM_PlaySongSample:
+1 -1
View File
@@ -423,7 +423,7 @@ void SongManager::InitCoursesFromDisk()
//
// Load extra stages
//
for( int g=0; g<saGroupNames.GetSize(); g++ ) // foreach Group
for( g=0; g<saGroupNames.GetSize(); g++ ) // foreach Group
{
CString sGroupName = saGroupNames[g];
CStringArray saCourseFiles;
+8
View File
@@ -960,6 +960,14 @@ SOURCE=.\ScreenEz2SelectStyle.h
# End Source File
# Begin Source File
SOURCE=.\ScreenEz2Stage.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenEz2Stage.h
# End Source File
# Begin Source File
SOURCE=.\ScreenGameOptions.cpp
# End Source File
# Begin Source File