Broke noteskin colors into " Tap.colors" and " Hold.colors"

This commit is contained in:
Chris Danford
2002-08-03 18:40:09 +00:00
parent f1861ba157
commit 4c3c43abcc
19 changed files with 134 additions and 109 deletions
+23 -10
View File
@@ -69,7 +69,7 @@ const ScreenMessage SM_FadeToDemonstration = ScreenMessage(SM_User+13);
const ScreenMessage SM_GoToDemonstration = ScreenMessage(SM_User+14);
const float SECONDS_BEFORE_DEMONSTRATION = 5;
const float SECONDS_BEFORE_DEMONSTRATION = 30;
ScreenTitleMenu::ScreenTitleMenu()
@@ -238,6 +238,9 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_PlayAttract:
m_soundAttract.PlayRandom();
break;
case SM_DoneOpening:
break;
case SM_GoToCaution:
@@ -277,13 +280,17 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
if( SONGMAN->m_pSongs.GetSize() == 0 )
goto abort_demonstration;
// choose a Song and Notes
Song* pSongToPlay = NULL;
Notes* pNotesToPlay = NULL;
for( int i=0; i<100; i++ ) // try 100 times
Song* pSongToPlay;
Notes* pNotesToPlay;
int i;
for( i=0; i<600; i++ ) // try 600 times
{
Song* pSong = SONGMAN->m_pSongs[ rand()%SONGMAN->m_pSongs.GetSize() ];
for( int j=0; j<10; j++ ) // try 10 times
for( int j=0; j<3; j++ ) // try 3 times
{
Notes* pNotes = pSong->m_apNotes[ rand()%pSong->m_apNotes.GetSize() ];
if( pNotes->m_NotesType == GAMESTATE->GetCurrentStyleDef()->m_NotesType )
@@ -295,6 +302,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
}
}
}
abort_demonstration:
// Couldn't find Song/Notes to play. Abort demonstration!
GAMESTATE->Reset();
return;
@@ -311,12 +319,17 @@ found_song_and_notes:
{
if( GAMESTATE->IsPlayerEnabled(p) )
{
GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = (RandomFloat(0,1)>0.7f ? 1.5f : 1.0f) ;
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = 1.5f;
GAMESTATE->m_PlayerOptions[p].m_EffectType = PlayerOptions::EffectType(rand()%PlayerOptions::NUM_EFFECT_TYPES);
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::AppearanceType(rand()%(PlayerOptions::NUM_APPEARANCE_TYPES-1)); // don't use blink
GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = RandomFloat(0,1) > 0.8f;
GAMESTATE->m_PlayerOptions[p].m_ColorType = PlayerOptions::ColorType(rand()%PlayerOptions::NUM_COLOR_TYPES);
GAMESTATE->m_PlayerOptions[p].m_bDark = RandomFloat(0,1) > 0.8f;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_SUDDEN;
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = true;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_bDark = true;
}
}
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LifeType(rand()%SongOptions::NUM_LIFE_TYPES);