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:
@@ -219,7 +219,7 @@ bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
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break;
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break;
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// Generate a plan.
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// Generate a plan.
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for( int i=0; i<pSong->m_fLastBeat; i+=16 )
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for( i=0; i<pSong->m_fLastBeat; i+=16 )
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m_aAnimSegs.Add( AnimSeg((float)i,rand()%m_BackgroundAnimations.GetSize()) ); // change BG every 4 bars
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m_aAnimSegs.Add( AnimSeg((float)i,rand()%m_BackgroundAnimations.GetSize()) ); // change BG every 4 bars
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for( i=0; i<pSong->m_BPMSegments.GetSize(); i++ )
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for( i=0; i<pSong->m_BPMSegments.GetSize(); i++ )
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@@ -23,13 +23,23 @@ GameManager* GAMEMAN = NULL; // global and accessable from anywhere in our progr
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const int DANCE_COL_SPACING = 64;
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const int DANCE_COL_SPACING = 64;
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const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
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const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
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// <<<<<<< GameManager.cpp
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// const int PUMP_COL_SPACING = 60;
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const int EZ2_COL_SPACING = 46;
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const int EZ2_DOUBLE_ADJUST = 150;
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// =======
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const int PUMP_COL_SPACING = 50;
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const int PUMP_COL_SPACING = 50;
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const int EZ2_COL_SPACING = 50;
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//const int EZ2_COL_SPACING = 50;
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//
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//
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// Important: Every game must define the buttons: "Start", "Back", "MenuLeft", and "MenuRight"
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// Important: Every game must define the buttons: "Start", "Back", "MenuLeft", and "MenuRight"
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//
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//
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// >>>>>>> 1.24
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GameDef g_GameDefs[NUM_GAMES] =
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GameDef g_GameDefs[NUM_GAMES] =
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{
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{
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@@ -588,28 +598,28 @@ StyleDef g_StyleDefs[NUM_STYLES] =
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10, // m_iColsPerPlayer
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10, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // PLAYER_1
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{ // PLAYER_1
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{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f },
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{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f },
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{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f },
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{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f },
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{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f },
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{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f },
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{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f },
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{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f },
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{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f },
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{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f },
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{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
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},
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},
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{ // PLAYER_2
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{ // PLAYER_2
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{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f },
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{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f },
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{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f },
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{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f },
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{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f },
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{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f },
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{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f },
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{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f },
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{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f },
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{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f },
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{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
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},
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},
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},
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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@@ -67,7 +67,7 @@ void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iPixelsToDrawBeh
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}
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}
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for( int i=0; i<MAX_HOLD_NOTES; i++ )
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for( i=0; i<MAX_HOLD_NOTES; i++ )
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m_fHoldNoteLife[i] = 1; // start with full life
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m_fHoldNoteLife[i] = 1; // start with full life
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@@ -0,0 +1,216 @@
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenEz2Stage
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Andrew Livy
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-----------------------------------------------------------------------------
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*/
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#include "ScreenEz2Stage.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "BitmapText.h"
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#include "TransitionFadeWipe.h"
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#include "TransitionFade.h"
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#include "ScreenSelectMusic.h"
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#include "ScreenGameplay.h"
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#include "SongManager.h"
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#include "Sprite.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
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const ScreenMessage SM_DoneFadingIn = ScreenMessage(SM_User + 2);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 3);
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ScreenEz2Stage::ScreenEz2Stage()
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{
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MUSIC->Stop();
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m_pNextScreen = NULL;
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m_textStage.Load( THEME->GetPathTo(FONT_STAGE) );
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m_textStage.TurnShadowOff();
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m_textStageString.Load( THEME->GetPathTo(FONT_STAGE) );
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m_textStageString.TurnShadowOff();
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for (int i=0; i<20; i++)
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{
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m_blobs_a[i].Load( THEME->GetPathTo(FONT_STAGE) );
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m_blobs_a[i].TurnShadowOff();
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m_blobs_b[i].Load( THEME->GetPathTo(FONT_STAGE) );
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m_blobs_b[i].TurnShadowOff();
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}
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for (i=0; i<2; i++)
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{
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m_ez2ukm[i].Load( THEME->GetPathTo(FONT_STAGE) );
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m_ez2ukm[i].TurnShadowOff();
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}
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if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI )
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{
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m_textStage.SetText( "Nonstop Challenge" );
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m_textStage.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,1,1) ); // light blue
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ONI) );
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}
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else if( GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS )
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{
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m_textStage.SetText( "Endless Challenge" );
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m_textStage.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,1,1) ); // light blue
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ENDLESS) );
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}
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else if( GAMESTATE->IsExtraStage() )
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{
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m_textStage.SetText( "Extra Stage" );
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m_textStage.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) ); // red
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_EXTRA) );
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}
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else if( GAMESTATE->IsExtraStage2() )
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{
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m_textStage.SetText( "Another Extra Stage" ); // red
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m_textStage.SetDiffuseColor( D3DXCOLOR(1,0.1f,0.1f,1) );
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_ANOTHER_EXTRA) );
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}
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else if( GAMESTATE->IsFinalStage() )
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{
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m_textStage.SetText( "Final Stage" );
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m_textStage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_FINAL) );
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}
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else
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{
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m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
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m_textStage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_textStageString.SetText( "NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT" );
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m_textStageString.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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for ( i=0; i<20; i++)
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{
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m_blobs_a[i].SetText( "$" );
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m_blobs_a[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_blobs_b[i].SetText( "$" );
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m_blobs_b[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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}
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for (i=0; i<2; i++)
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{
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m_ez2ukm[i].SetText( "EZ2DANCER UK MOVE" );
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m_ez2ukm[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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}
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const int iStageNo = GAMESTATE->GetStageIndex()+1;
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switch( iStageNo )
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{
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case 1: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_1) ); break;
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case 2: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_2) ); break;
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case 3: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_3) ); break;
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case 4: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_4) ); break;
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case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
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default: ; break; // play nothing
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}
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}
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m_textStageString.SetXY(CENTER_X - 300, CENTER_Y - 150);
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m_textStageString.SetZoomX( 1.5f );
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m_textStageString.SetZoomY( 1.5f );
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m_textStageString.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
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for ( i=0; i<20; i++)
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{
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m_blobs_a[i].SetZoomX( 1.2f );
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m_blobs_a[i].SetZoomY( 1.2f );
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m_blobs_b[i].SetZoomX( 1.2f );
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m_blobs_b[i].SetZoomY( 1.2f );
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m_blobs_a[i].SetXY( CENTER_X-500-((i*i)*4), CENTER_Y + 140 );
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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) );
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m_blobs_b[i].SetXY( CENTER_X+500+((i*i)*4), CENTER_Y + 170 );
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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) );
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}
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for (i=0; i<2; i++)
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{
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m_ez2ukm[i].SetZoomX( 0.9f );
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m_ez2ukm[i].SetZoomY( 0.9f );
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}
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m_ez2ukm[0].SetXY( SCREEN_WIDTH + 100, 30 );
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m_ez2ukm[1].SetXY( 0 - 100, SCREEN_HEIGHT - 30 );
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m_textStage.SetXY( CENTER_X, CENTER_Y );
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m_textStage.SetZoomX( 4 );
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m_textStage.SetZoomY( 4 );
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m_textStage.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
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m_textStage.BeginTweening( 0.5f );
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m_textStageString.BeginTweening( 0.3f );
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for (i=0; i<2; i++)
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{
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m_ez2ukm[i].BeginTweening(0.5f);
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}
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for ( i=0; i<20; i++)
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{
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m_blobs_a[i].BeginTweening(0.2f * i / 7);
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m_blobs_b[i].BeginTweening(0.2f * i / 7);
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m_blobs_a[i].SetTweenX(40+(i*30.0f));
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m_blobs_b[i].SetTweenX(SCREEN_WIDTH-40-(i*30.0f));
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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) );
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||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@@ -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;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
@@ -204,7 +204,7 @@ ScreenGameplay::ScreenGameplay()
|
|||||||
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
|
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
|
||||||
m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
|
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].Load( THEME->GetPathTo(FONT_HEADER2) );
|
||||||
m_textCourseSongNumber[p].TurnShadowOff();
|
m_textCourseSongNumber[p].TurnShadowOff();
|
||||||
@@ -231,7 +231,7 @@ ScreenGameplay::ScreenGameplay()
|
|||||||
break;
|
break;
|
||||||
case PLAY_MODE_ONI:
|
case PLAY_MODE_ONI:
|
||||||
case PLAY_MODE_ENDLESS:
|
case PLAY_MODE_ENDLESS:
|
||||||
for( int p=0; p<NUM_PLAYERS; p++ )
|
for( p=0; p<NUM_PLAYERS; p++ )
|
||||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||||
m_frameTop.AddSubActor( &m_textCourseSongNumber[p] );
|
m_frameTop.AddSubActor( &m_textCourseSongNumber[p] );
|
||||||
break;
|
break;
|
||||||
@@ -294,9 +294,9 @@ ScreenGameplay::ScreenGameplay()
|
|||||||
m_pScoreDisplay[p]->SetZoom( 0.8f );
|
m_pScoreDisplay[p]->SetZoom( 0.8f );
|
||||||
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
|
m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
|
||||||
m_frameBottom.AddSubActor( m_pScoreDisplay[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].TurnShadowOff();
|
||||||
m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_LOCAL_X[p], PLAYER_OPTIONS_LOCAL_Y[p] );
|
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].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
|
||||||
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
|
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
|
||||||
m_frameBottom.AddSubActor( &m_textPlayerOptions[p] );
|
m_frameBottom.AddSubActor( &m_textPlayerOptions[p] );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -316,12 +317,20 @@ ScreenGameplay::ScreenGameplay()
|
|||||||
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
// CONFLICT RESOLUTION:
|
||||||
|
// BY ANDY
|
||||||
|
// <<<<<<< ScreenGameplay.cpp
|
||||||
|
// =======
|
||||||
|
// YOURS:
|
||||||
|
/*
|
||||||
float fDifficultyY = DIFFICULTY_Y[p];
|
float fDifficultyY = DIFFICULTY_Y[p];
|
||||||
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
|
if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
|
||||||
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
|
fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
|
||||||
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
|
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
|
||||||
this->AddSubActor( &m_DifficultyBanner[p] );
|
this->AddSubActor( &m_DifficultyBanner[p] );
|
||||||
|
*/
|
||||||
|
//>>>>>>> 1.32 MINE
|
||||||
|
/*
|
||||||
if( GAMESTATE->m_CurGame != GAME_EZ2 )
|
if( GAMESTATE->m_CurGame != GAME_EZ2 )
|
||||||
{
|
{
|
||||||
float fDifficultyY = DIFFICULTY_Y[p];
|
float fDifficultyY = DIFFICULTY_Y[p];
|
||||||
@@ -330,6 +339,16 @@ ScreenGameplay::ScreenGameplay()
|
|||||||
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
|
m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
|
||||||
this->AddSubActor( &m_DifficultyBanner[p] );
|
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;
|
iPlaySongIndex = GAMESTATE->m_iSongsIntoCourse;
|
||||||
|
|
||||||
GAMESTATE->m_pCurSong = apSongs[iPlaySongIndex];
|
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];
|
GAMESTATE->m_pCurNotes[p] = apNotes[iPlaySongIndex];
|
||||||
if( asModifiers[iPlaySongIndex] != "" ) // some modifiers specified
|
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_apSongsPlayed.Add( GAMESTATE->m_pCurSong );
|
||||||
GAMESTATE->m_iSongsIntoCourse++;
|
GAMESTATE->m_iSongsIntoCourse++;
|
||||||
for( int p=0; p<NUM_PLAYERS; p++ )
|
for( p=0; p<NUM_PLAYERS; p++ )
|
||||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||||
if( !m_pLifeMeter[p]->FailedEarlier() )
|
if( !m_pLifeMeter[p]->FailedEarlier() )
|
||||||
GAMESTATE->m_iSongsBeforeFail[p]++;
|
GAMESTATE->m_iSongsBeforeFail[p]++;
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
#include "AnnouncerManager.h"
|
#include "AnnouncerManager.h"
|
||||||
#include "InputMapper.h"
|
#include "InputMapper.h"
|
||||||
#include "GameState.h"
|
#include "GameState.h"
|
||||||
|
#include "ScreenEz2Stage.h"
|
||||||
|
|
||||||
const float SONG_INFO_FRAME_X = 160;
|
const float SONG_INFO_FRAME_X = 160;
|
||||||
const float SONG_INFO_FRAME_Y = SCREEN_TOP+118;
|
const float SONG_INFO_FRAME_Y = SCREEN_TOP+118;
|
||||||
@@ -324,8 +324,14 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
MUSIC->Stop();
|
MUSIC->Stop();
|
||||||
|
if (GAMESTATE->m_CurGame != GAME_EZ2)
|
||||||
SCREENMAN->SetNewScreen( new ScreenStage );
|
{
|
||||||
|
SCREENMAN->SetNewScreen( new ScreenStage );
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SCREENMAN->SetNewScreen( new ScreenEz2Stage );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case SM_PlaySongSample:
|
case SM_PlaySongSample:
|
||||||
|
|||||||
@@ -423,7 +423,7 @@ void SongManager::InitCoursesFromDisk()
|
|||||||
//
|
//
|
||||||
// Load extra stages
|
// 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];
|
CString sGroupName = saGroupNames[g];
|
||||||
CStringArray saCourseFiles;
|
CStringArray saCourseFiles;
|
||||||
|
|||||||
@@ -960,6 +960,14 @@ SOURCE=.\ScreenEz2SelectStyle.h
|
|||||||
# End Source File
|
# End Source File
|
||||||
# Begin 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
|
SOURCE=.\ScreenGameOptions.cpp
|
||||||
# End Source File
|
# End Source File
|
||||||
# Begin Source File
|
# Begin Source File
|
||||||
|
|||||||
Reference in New Issue
Block a user