NEW FEATURE: Added 0.25x scroll speed

CHANGE:  Reorganized options on Player Options screen
NEW FEATURE:  New modifier: Acceleration-Land
NEW FEATURE:  New modifier: Acceleration-Expand
NEW FEATURE:  New modifier: Acceleration-Boomerang
CHANGE:  Tweaked Acceleration-Wave for more of a challenge
CHANGE:  Changed format  NoteSkin tap graphic format.  Existing NoteSkins will
	need to update the tap graphic.
This commit is contained in:
Chris Danford
2003-01-25 11:05:12 +00:00
parent 3d4d28eeb0
commit 559c3b7248
23 changed files with 331 additions and 179 deletions
+8 -8
View File
@@ -33,7 +33,7 @@ enum Code {
CODE_LITTLE,
CODE_NEXT_SCROLL_SPEED,
CODE_PREVIOUS_SCROLL_SPEED,
CODE_BOOST,
CODE_NEXT_ACCEL,
CODE_NEXT_EFFECT,
CODE_NEXT_APPEARANCE,
CODE_NEXT_TURN,
@@ -60,7 +60,7 @@ const CString g_sCodeNames[NUM_CODES] = {
"Little",
"NextScrollSpeed",
"PreviousScrollSpeed",
"Boost",
"NextAccel",
"NextEffect",
"NextAppearance",
"NextTurn",
@@ -174,14 +174,14 @@ bool CodeDetector::DetectAndAdjustOptions( GameController controller )
case CODE_SHUFFLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_TurnType, PlayerOptions::TURN_SHUFFLE, PlayerOptions::TURN_NONE ); break;
case CODE_SUPER_SHUFFLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_TurnType, PlayerOptions::TURN_SUPER_SHUFFLE, PlayerOptions::TURN_NONE ); break;
case CODE_LITTLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bLittle, true, false ); break;
case CODE_NEXT_SCROLL_SPEED:INCREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fArrowScrollSpeed ); break;
case CODE_PREVIOUS_SCROLL_SPEED:DECREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fArrowScrollSpeed ); break;
case CODE_BOOST: GAMESTATE->m_PlayerOptions[pn].m_bBoost ^= true; break;
case CODE_NEXT_SCROLL_SPEED:INCREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fScrollSpeed ); break;
case CODE_PREVIOUS_SCROLL_SPEED:DECREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fScrollSpeed ); break;
case CODE_NEXT_ACCEL: GAMESTATE->m_PlayerOptions[pn].NextAccel(); break;
case CODE_NEXT_EFFECT: GAMESTATE->m_PlayerOptions[pn].NextEffect(); break;
case CODE_NEXT_APPEARANCE: GAMESTATE->m_PlayerOptions[pn].m_AppearanceType = PlayerOptions::AppearanceType((GAMESTATE->m_PlayerOptions[pn].m_AppearanceType+1) %PlayerOptions::NUM_APPEARANCE_TYPES ); break;
case CODE_NEXT_TURN: GAMESTATE->m_PlayerOptions[pn].m_TurnType = PlayerOptions::TurnType( (GAMESTATE->m_PlayerOptions[pn].m_TurnType+1) %PlayerOptions::NUM_TURN_TYPES ); break;
case CODE_NEXT_APPEARANCE: GAMESTATE->m_PlayerOptions[pn].NextAppearance();; break;
case CODE_NEXT_TURN: GAMESTATE->m_PlayerOptions[pn].NextTurn(); break;
case CODE_REVERSE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bReverseScroll, true, false ); break;
case CODE_NEXT_COLOR: GAMESTATE->m_PlayerOptions[pn].m_ColorType = PlayerOptions::ColorType( (GAMESTATE->m_PlayerOptions[pn].m_ColorType+1) %PlayerOptions::NUM_COLOR_TYPES ); break;
case CODE_NEXT_COLOR: GAMESTATE->m_PlayerOptions[pn].NextColor(); break;
case CODE_HOLDS: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes, true, false ); break;
case CODE_DARK: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bDark, true, false ); break;
case CODE_CANCEL_ALL: GAMESTATE->m_PlayerOptions[pn] = PlayerOptions(); break;