ez2dancer final stage screen added

This commit is contained in:
Andrew Livy
2002-08-18 16:21:07 +00:00
parent 0447dc2aad
commit 4ec25ba29c
2 changed files with 140 additions and 29 deletions
+138 -29
View File
@@ -120,11 +120,29 @@ ScreenStage::ScreenStage()
ASSERT(0);
}
int ez2Final=0; // if we're 0 it's not a final stage. if we're 1 it is.
// why do this? Ez2dancer uses NORMAL for it's final stage but just re-arranges
// the elements. so the following takes us into NORMAL and just re-arranges stuff
// the ez2Final is so that when we're in normal we can go and see if we're really
// FINAL or not. at the end of normal, if we WERE FINAL, we set it back to final
// hacky or what? =)
if ( STAGE_SCREEN_TYPE == SCREENTYPE_EZ2 && stage_type == TYPE_FINAL )
{
for( int i=0; i<4; i++ )
{
m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage numbers final") );
m_sprNumbers[i].StopAnimating();
}
ez2Final=1;
stage_type = TYPE_NORMAL;
}
switch( stage_type )
{
case TYPE_NORMAL:
{
const int iStageNo = GAMESTATE->GetStageIndex()+1;
CString sStageNo = ssprintf("%d", iStageNo);
// Set frame of numbers
@@ -171,6 +189,12 @@ ScreenStage::ScreenStage()
if ( STAGE_SCREEN_TYPE == SCREENTYPE_EZ2) // Initialize and manipulate existing graphics for Ez2dancer Screen Type
{
for( i=0; i<iNumChars; i++ )
{
float fOffsetX = SCALE(i, 0, iNumChars-1, -(iNumChars-1)/2.0f*fFrameWidth, (iNumChars-1)/2.0f*fFrameWidth);
m_sprNumbers[i].SetX( fCharsCenterX + fOffsetX + (150 * i) );
}
for( i=0; i<iNumChars; i++ ) // redefine the size of the numbers
{
@@ -189,55 +213,56 @@ ScreenStage::ScreenStage()
m_sprNumbers[i].SetTweenRotationZ( 0 ); // make it rotate into place
}
// scroll in the name of the game (ez2dancer ukmove) across the top of the screen
for (i=0; i<2; i++) // specify the font file.
{
m_ez2ukm[i].LoadFromFont( THEME->GetPathTo("Fonts","stage") );
m_ez2ukm[i].TurnShadowOff();
}
m_ez2ukm[0].SetXY( fStageCenterX-400, 0-220 ); // set the intiial UKMOVE positions
m_ez2ukm[1].SetXY( fStageCenterX+400, 0+220 );
for (i=0; i<2; i++) // initialize the UK MOVE text and positions
{
m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" );
m_ez2ukm[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_ez2ukm[i].BeginTweening(0.5f);
}
m_ez2ukm[0].SetTweenX(fStageCenterX+90); // set their new locations
m_ez2ukm[1].SetTweenX(fStageCenterX-170);
for (i=0; i<2; i++)
{
m_frameStage.AddSubActor( &m_ez2ukm[i] );
}
// Background Blocks rotate their way in
int bg_modeoffset=0;
float element_y_offsets=0.0f;
if (ez2Final == 1)
{
element_y_offsets = 25.0f;
bg_modeoffset = 4; // shuffle graphics +4 in the elements file for FINAL graphics.
}
for (i=0; i<3; i++)
{
m_sprbg[i].Load( THEME->GetPathTo("Graphics","stage elements") );
m_sprbg[i].StopAnimating();
m_sprbg[i].SetState( i );
m_sprbg[i].SetState( i+bg_modeoffset );
}
if (ez2Final == 1)
{
m_sprbgxtra.Load( THEME->GetPathTo("Graphics","stage elements") );
m_sprbgxtra.StopAnimating();
m_sprbgxtra.SetState( bg_modeoffset );
m_sprbgxtra.SetXY( fStageCenterX-30, 0+180);
m_sprbgxtra.SetHeight( 30 );
m_sprbgxtra.SetWidth( SCREEN_WIDTH + 50 );
m_sprbgxtra.SetRotation( -20 );
m_sprbgxtra.BeginTweening(0.3f);
m_sprbgxtra.SetTweenRotationZ( 0 );
}
m_sprbg[0].SetXY( fStageCenterX-30, 0+150);
if (ez2Final == 1)
m_sprbg[0].SetXY( fStageCenterX-30, 0-160);
m_sprbg[0].SetHeight( 100 );
if (ez2Final == 1)
m_sprbg[0].SetHeight( 30 );
m_sprbg[0].SetWidth( SCREEN_WIDTH + 50 );
m_sprbg[0].SetRotation( -20 );
m_sprbg[0].BeginTweening(0.3f);
m_sprbg[0].SetTweenRotationZ( 0 );
m_sprbg[1].SetXY( fStageCenterX-(SCREEN_WIDTH/2)-20, 0);
m_sprbg[1].SetXY( fStageCenterX-(SCREEN_WIDTH/2)-20, 0+element_y_offsets);
m_sprbg[1].SetHeight( SCREEN_HEIGHT - 140 );
m_sprbg[1].SetWidth( 130 );
m_sprbg[1].SetRotation( -20 );
m_sprbg[1].BeginTweening(0.3f);
m_sprbg[1].SetTweenRotationZ( 0 );
m_sprbg[2].SetXY( fStageCenterX+430, 0);
m_sprbg[2].SetXY( fStageCenterX+430, 0+element_y_offsets);
m_sprbg[2].SetHeight( SCREEN_HEIGHT - 140 );
m_sprbg[2].SetWidth( SCREEN_WIDTH + 50 );
m_sprbg[2].SetRotation( -20 );
@@ -249,6 +274,63 @@ ScreenStage::ScreenStage()
{
m_frameStage.AddSubActor( &m_sprbg[i] );
}
if (ez2Final == 1)
{
m_frameStage.AddSubActor( &m_sprbgxtra );
}
// scroll in the name of the game (ez2dancer ukmove) across the top of the screen
for (i=0; i<2; i++) // specify the font file.
{
m_ez2ukm[i].LoadFromFont( THEME->GetPathTo("Fonts","stage") );
m_ez2ukm[i].TurnShadowOff();
m_stagedesc[i].LoadFromFont( THEME->GetPathTo("Fonts","stage") );
m_stagedesc[i].TurnShadowOff();
}
m_ez2ukm[0].SetXY( fStageCenterX-400, 0-220 ); // set the intiial UKMOVE positions
m_ez2ukm[1].SetXY( fStageCenterX+400, 0+220 );
m_stagedesc[0].SetXY( fStageCenterX-400, 0-150+element_y_offsets ); // set the intiial desc positions
m_stagedesc[1].SetXY( fStageCenterX+400, 0+70+element_y_offsets );
if (ez2Final == 1)
{
m_stagedesc[1].SetY( 140.0f );
}
for (i=0; i<2; i++) // initialize the UK MOVE text and positions
{
m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" );
m_ez2ukm[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_ez2ukm[i].BeginTweening(0.5f);
if (ez2Final == 1)
{
m_stagedesc[i].SetText( "FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL" );
m_stagedesc[i].SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) );
}
else
{
m_stagedesc[i].SetText( "NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT" );
m_stagedesc[i].SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) );
}
m_stagedesc[i].BeginTweening(0.5f);
}
m_ez2ukm[0].SetTweenX(fStageCenterX+90); // set their new locations
m_ez2ukm[1].SetTweenX(fStageCenterX-170);
m_stagedesc[0].SetTweenX(fStageCenterX+10); // set their new locations
m_stagedesc[1].SetTweenX(fStageCenterX-100);
for (i=0; i<2; i++)
{
m_frameStage.AddSubActor( &m_ez2ukm[i] );
m_frameStage.AddSubActor( &m_stagedesc[i] );
}
// 20 Scrolling Blobs come in one at a time from either side at the bottom in the following code:
for( int j=0; j<2; j++)
@@ -257,7 +339,7 @@ ScreenStage::ScreenStage()
{
m_sprScrollingBlobs[j][i].Load( THEME->GetPathTo("Graphics","stage elements") );
m_sprScrollingBlobs[j][i].StopAnimating();
m_sprScrollingBlobs[j][i].SetState( 3 );
m_sprScrollingBlobs[j][i].SetState( 3+bg_modeoffset );
}
}
@@ -266,9 +348,21 @@ ScreenStage::ScreenStage()
for (i=0; i<20; i++)
{
if (j == 0)
{
m_sprScrollingBlobs[j][i].SetXY( fStageCenterX-(SCREEN_WIDTH/2)-500-((i*i)*4), 135 );
if (ez2Final == 1)
{
m_sprScrollingBlobs[j][i].SetY( 0-160);
}
}
else
{
m_sprScrollingBlobs[j][i].SetXY( fStageCenterX+(SCREEN_WIDTH/2)+500-((i*i)*4), 170 );
if (ez2Final == 1)
{
m_sprScrollingBlobs[j][i].SetY( 180 );
}
}
}
}
@@ -290,7 +384,7 @@ ScreenStage::ScreenStage()
m_stagename.LoadFromFont( THEME->GetPathTo("Fonts","stage") );
m_stagename.TurnShadowOff();
m_stagename.SetXY( fStageCenterX+400, 0+20 );
m_stagename.SetXY( fStageCenterX+400, 0-30+element_y_offsets );
switch (iStageNo)
{
@@ -305,11 +399,26 @@ ScreenStage::ScreenStage()
default: m_stagename.SetText("THE NEXT STAGE"); break;
}
if (iStageNo > 9) // if we're in two digits or more
{
m_stagename.SetText( "" ); // make this text disappear.
}
m_stagename.SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) );
if (ez2Final == 1)
{
m_stagename.SetDiffuseColor( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) );
m_stagename.SetText( "THE FINAL STAGE" );
stage_type = TYPE_FINAL; // set back to final again.
ez2Final = 0;
}
m_stagename.BeginTweening(0.5f);
m_stagename.SetTweenX(fStageCenterX+70); // set their new locations
m_frameStage.AddSubActor( &m_stagename );
}
////////////////////////////
+2
View File
@@ -35,9 +35,11 @@ private:
// Ez2 Elements
Sprite m_sprbg[3];
Sprite m_sprbgxtra;
Sprite m_sprScrollingBlobs[2][20];
BitmapText m_ez2ukm[2];
BitmapText m_stagename;
BitmapText m_stagedesc[2];
// Pump Elements