Added fade between movies and touched up some graphics

This commit is contained in:
Chris Danford
2002-10-10 04:11:30 +00:00
parent 8770a98106
commit 5e9a6a4df6
18 changed files with 141 additions and 70 deletions
+1 -1
View File
@@ -2,7 +2,7 @@
Fix
/////////////////////////
default difficulty goofed
crowd cheer on AA or greater
- ez2dancer missing graphic
+2 -2
View File
@@ -419,8 +419,8 @@ TryExtraStageY=428
HelpText=Press START to continue
TimerSeconds=40
SpinGrades=1
GradesGlowColor1=1,1,1,0.2
GradesGlowColor2=1,1,1,0.8
GradesGlowColor1=1,1,1,0.0
GradesGlowColor2=1,1,1,0.3
[ScreenMusicScroll]
ScrollDelay=0.2
+18 -2
View File
@@ -20,6 +20,7 @@
BGAnimation::BGAnimation()
{
m_fFadeSeconds = 0;
}
BGAnimation::~BGAnimation()
@@ -41,6 +42,8 @@ void BGAnimation::LoadFromStaticGraphic( CString sPath )
BGAnimationLayer* pLayer = new BGAnimationLayer;
pLayer->LoadFromStaticGraphic( sPath );
m_Layers.Add( pLayer );
m_fFadeSeconds = 0.5f;
}
void BGAnimation::LoadFromAniDir( CString sAniDir, CString sSongBGPath )
@@ -72,15 +75,19 @@ void BGAnimation::LoadFromAniDir( CString sAniDir, CString sSongBGPath )
pLayer->LoadFromAniLayerFile( asImagePaths[i], sSongBGPath );
m_Layers.Add( pLayer );
}
m_fFadeSeconds = 0;
}
void BGAnimation::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG, CString sSongBGPath )
void BGAnimation::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind )
{
Unload();
BGAnimationLayer* pLayer = new BGAnimationLayer;
pLayer->LoadFromMovie( sMoviePath, bLoop, bRewind, bFadeSongBG, sSongBGPath );
pLayer->LoadFromMovie( sMoviePath, bLoop, bRewind );
m_Layers.Add( pLayer );
m_fFadeSeconds = 0.5f;
}
void BGAnimation::LoadFromVisualization( CString sVisPath, CString sSongBGPath )
@@ -95,6 +102,8 @@ void BGAnimation::LoadFromVisualization( CString sVisPath, CString sSongBGPath )
pLayer = new BGAnimationLayer;
pLayer->LoadFromVisualization( sVisPath );
m_Layers.Add( pLayer );
m_fFadeSeconds = 0.5f;
}
@@ -114,6 +123,8 @@ void BGAnimation::GainingFocus()
{
for( int i=0; i<m_Layers.GetSize(); i++ )
m_Layers[i]->GainingFocus();
SetDiffuse( D3DXCOLOR(1,1,1,1) );
}
void BGAnimation::LosingFocus()
@@ -122,3 +133,8 @@ void BGAnimation::LosingFocus()
m_Layers[i]->LosingFocus();
}
void BGAnimation::SetDiffuse( const D3DXCOLOR &c )
{
for( int i=0; i<m_Layers.GetSize(); i++ )
m_Layers[i]->SetDiffuse(c);
}
+5 -1
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@@ -28,16 +28,20 @@ public:
void LoadFromStaticGraphic( CString sPath );
void LoadFromAniDir( CString sAniDir, CString sSongBGPath="" );
void LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG = false, CString sSongBGPath = "" );
void LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind );
void LoadFromVisualization( CString sMoviePath, CString sSongBGPath );
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void SetDiffuse( const D3DXCOLOR &c );
void GainingFocus();
void LosingFocus();
protected:
CArray<BGAnimationLayer*,BGAnimationLayer*> m_Layers;
float m_fFadeSeconds;
};
+2 -10
View File
@@ -61,9 +61,9 @@ void BGAnimationLayer::LoadFromStaticGraphic( CString sPath )
m_Sprites[0].StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
}
void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG, CString sSongBGPath )
void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind )
{
m_iNumSprites = bFadeSongBG ? 2 : 1;
m_iNumSprites = 1;
m_Sprites[0].Load( sMoviePath );
m_Sprites[0].StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites[0].GetTexture()->Play();
@@ -72,14 +72,6 @@ void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewi
m_bRewindMovie = bRewind;
if( !bLoop )
m_Sprites[0].GetTexture()->SetLooping(false);
if( bFadeSongBG )
{
m_Sprites[1].Load( sSongBGPath );
m_Sprites[1].StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites[1].BeginTweening( 0.7f ); // this tween won't actually happen until GainFocus is called and this Layer starts getting Update()s.
m_Sprites[1].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
}
}
void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
+3 -1
View File
@@ -26,12 +26,14 @@ public:
void LoadFromStaticGraphic( CString sPath );
void LoadFromAniLayerFile( CString sPath, CString sSongBGPath );
void LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG, CString sSongBGPath );
void LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind );
void LoadFromVisualization( CString sMoviePath );
virtual void Update( float fDeltaTime );
virtual void Draw();
virtual void SetDiffuse( D3DXCOLOR c ) { for(int i=0; i<m_iNumSprites; i++) m_Sprites[i].SetDiffuse(c); }
void GainingFocus();
void LosingFocus();
+55 -27
View File
@@ -25,6 +25,8 @@ const CString BG_ANIMS_DIR = "BGAnimations\\";
const CString VISUALIZATIONS_DIR = "Visualizations\\";
const CString RANDOMMOVIES_DIR = "RandomMovies\\";
const float FADE_SECONDS = 1.0f;
// TODO: Move these into theme metrics
#define LEFT_EDGE THEME->GetMetricI("Background","LeftEdge")
#define TOP_EDGE THEME->GetMetricI("Background","TopEdge")
@@ -61,7 +63,8 @@ Background::Background()
m_iCurBGSegment = 0;
m_bInDanger = false;
m_BackgroundMode = MODE_STATIC_BG;
m_pFadingBGA = NULL;
m_fSecsLeftInFade = 0;
m_BGADanger.LoadFromAniDir( THEME->GetPathTo("BGAnimations","gameplay danger") );
@@ -134,7 +137,7 @@ void Background::LoadFromSong( Song* pSong )
if( pSong->HasBGChanges() )
{
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0) );
m_aBGSegments.Add( BGSegment(-10000,0,false) );
// Load the animations used by the song's pre-defined animation plan.
@@ -142,6 +145,7 @@ void Background::LoadFromSong( Song* pSong )
for( int i=0; i<pSong->m_BackgroundChanges.GetSize(); i++ )
{
const BackgroundChange& aniseg = pSong->m_BackgroundChanges[i];
bool bFade = i==0;
// Using aniseg.m_sBGName, search for the corresponding animation.
// Look in this order: movies in song dir, BGAnims in song dir
@@ -155,10 +159,10 @@ void Background::LoadFromSong( Song* pSong )
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( asFiles[0], true, true, i==0/*first BGChange*/, sSongBackgroundPath );
pTempBGA->LoadFromMovie( asFiles[0], true, true );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
@@ -170,7 +174,7 @@ void Background::LoadFromSong( Song* pSong )
pTempBGA->LoadFromAniDir( asFiles[0], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
@@ -181,10 +185,10 @@ void Background::LoadFromSong( Song* pSong )
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( asFiles[0], true, false, i==0/*first BGChange*/, sSongBackgroundPath );
pTempBGA->LoadFromMovie( asFiles[0], true, false );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
@@ -196,7 +200,7 @@ void Background::LoadFromSong( Song* pSong )
pTempBGA->LoadFromAniDir( asFiles[0], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
@@ -204,29 +208,33 @@ void Background::LoadFromSong( Song* pSong )
}
// end showing the static song background
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0) );
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,false) );
SortBGSegmentArray( m_aBGSegments ); // Need to sort in case there is a background change after the last beat (not likely)
}
else // pSong doesn't have an animation plan
{
enum BackgroundMode { MODE_STATIC_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES } backgroundMode;
//
// figure out what BackgroundMode to use
//
if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
m_BackgroundMode = MODE_STATIC_BG;
backgroundMode = MODE_STATIC_BG;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_MOVIEVIS )
m_BackgroundMode = MODE_MOVIE_VIS;
backgroundMode = MODE_MOVIE_VIS;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_RANDOMMOVIES )
m_BackgroundMode = MODE_RANDOMMOVIES;
backgroundMode = MODE_RANDOMMOVIES;
else
m_BackgroundMode = MODE_ANIMATIONS;
backgroundMode = MODE_ANIMATIONS;
bool bFade = backgroundMode==MODE_RANDOMMOVIES;
//
// Load animations that will play while notes are active
//
switch( m_BackgroundMode )
switch( backgroundMode )
{
case MODE_STATIC_BG:
break;
@@ -280,7 +288,7 @@ void Background::LoadFromSong( Song* pSong )
{
int index = rand() % arrayPossibleMovies.GetSize();
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( arrayPossibleMovies[index], true, false, i==0, sSongBackgroundPath );
pTempBGA->LoadFromMovie( arrayPossibleMovies[index], true, false );
m_BGAnimations.Add( pTempBGA );
arrayPossibleMovies.RemoveAt( index );
}
@@ -296,14 +304,16 @@ void Background::LoadFromSong( Song* pSong )
//
// Generate an animation plan
//
if( m_BackgroundMode == MODE_MOVIE_VIS )
if( backgroundMode == MODE_MOVIE_VIS )
{
m_aBGSegments.Add( BGSegment(-10000,1) );
m_aBGSegments.Add( BGSegment(-10000,1,false) );
return;
}
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0) );
else
{
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0,false) );
}
/* If we have only 2, only generate a single animation segment for for the
* whole song. Otherwise, if it's a movie., it'll loop every four bars; we
@@ -312,7 +322,7 @@ void Background::LoadFromSong( Song* pSong )
const float fLastBeat = pSong->m_fLastBeat;
if( m_BGAnimations.GetSize() == 2) {
m_aBGSegments.Add( BGSegment(fFirstBeat,1) );
m_aBGSegments.Add( BGSegment(fFirstBeat,1,bFade) );
} else {
// change BG every 4 bars
for( float f=fFirstBeat; f<fLastBeat; f+=16 )
@@ -324,7 +334,7 @@ void Background::LoadFromSong( Song* pSong )
index = 1; // force the first random background to play first
else
index = 1 + rand()%(m_BGAnimations.GetSize()-1);
m_aBGSegments.Add( BGSegment(f,index) );
m_aBGSegments.Add( BGSegment(f,index,bFade || f==fFirstBeat) );
}
// change BG every BPM change
@@ -340,12 +350,12 @@ void Background::LoadFromSong( Song* pSong )
index = 0;
else
index = 1 + int(bpmseg.m_fBPM)%(m_BGAnimations.GetSize()-1);
m_aBGSegments.Add( BGSegment(bpmseg.m_fStartBeat,index) );
m_aBGSegments.Add( BGSegment(bpmseg.m_fStartBeat,index,bFade) );
}
}
// end showing the static song background
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0) );
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,bFade) );
// sort segments
SortBGSegmentArray( m_aBGSegments );
@@ -386,14 +396,30 @@ void Background::Update( float fDeltaTime )
if( i > m_iCurBGSegment )
{
// printf( "%d, %d, %f, %f\n", m_iCurBGSegment, i, m_aBGSegments[i].m_fStartBeat, GAMESTATE->m_fSongBeat );
GetCurBGA()->LosingFocus();
BGAnimation* pOld = GetCurBGA();
m_iCurBGSegment = i;
GetCurBGA()->GainingFocus();
BGAnimation* pNew = GetCurBGA();
if( pOld != pNew )
{
pOld->LosingFocus();
pNew->GainingFocus();
m_pFadingBGA = pOld;
m_fSecsLeftInFade = m_aBGSegments[m_iCurBGSegment].m_bFade ? FADE_SECONDS : 0;
}
}
GetCurBGA()->Update( fDeltaTime );
if( m_pFadingBGA )
{
m_pFadingBGA->Update( fDeltaTime );
m_fSecsLeftInFade -= fDeltaTime;
float fPercentOpaque = m_fSecsLeftInFade / FADE_SECONDS;
m_pFadingBGA->SetDiffuse( D3DXCOLOR(1,1,1,fPercentOpaque) );
if( fPercentOpaque <= 0 )
m_pFadingBGA = NULL;
}
}
m_quadBGBrightness.Update( fDeltaTime );
@@ -410,6 +436,8 @@ void Background::DrawPrimitives()
else
{
GetCurBGA()->Draw();
if( m_pFadingBGA )
m_pFadingBGA->Draw();
}
m_quadBGBrightness.Draw();
+5 -5
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@@ -22,9 +22,10 @@
struct BGSegment // like a BGChange, but holds index of a background instead of name
{
BGSegment() {};
BGSegment( float b, int i ) { m_fStartBeat = b; m_iBGIndex = i; };
BGSegment( float b, int i, bool f ) { m_fStartBeat = b; m_iBGIndex = i; m_bFade = f; };
float m_fStartBeat;
int m_iBGIndex;
bool m_bFade;
};
@@ -52,9 +53,6 @@ public:
protected:
bool DangerVisible();
enum BackgroundMode { MODE_STATIC_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES };
BackgroundMode m_BackgroundMode;
BGAnimation m_BGADanger;
@@ -63,7 +61,9 @@ protected:
CArray<BGSegment,BGSegment&> m_aBGSegments;
int m_iCurBGSegment; // this increases as we move into new segments
BGAnimation* GetCurBGA() { int index = m_aBGSegments[m_iCurBGSegment].m_iBGIndex; return m_BGAnimations[index]; };
BGAnimation* m_pCurrentBGA;
BGAnimation* m_pFadingBGA;
float m_fSecsLeftInFade;
Quad m_quadBGBrightness;
Quad m_quadBorder[4]; // l, t, r, b - cover up the edge of animations that might hang outside of the background rectangle
+15 -2
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@@ -541,7 +541,7 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, D3DXCOLOR(1,0,0,1)) );
}
// HACK: Add extra stage item since it's not necessarily in the same group
// HACK: Add extra stage item if it isn't already present on the music wheel
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
Song* pSong;
@@ -549,7 +549,20 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so );
arrayWheelItemDatas.Add( WheelItemData(TYPE_SONG, pSong, "", NULL, GAMESTATE->GetStageColor()) );
bool bFoundExtraSong = false;
for( int i=0; i<arrayWheelItemDatas.GetSize(); i++ )
{
if( arrayWheelItemDatas[i].m_pSong == pSong )
{
bFoundExtraSong = true;
break;
}
}
if( !bFoundExtraSong )
arrayWheelItemDatas.Add( WheelItemData(TYPE_SONG, pSong, "", NULL, GAMESTATE->GetStageColor()) );
}
break;
+1 -1
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@@ -45,7 +45,7 @@ PrefsManager::PrefsManager()
m_bEventMode = false;
m_iNumArcadeStages = 3;
m_bAutoPlay = false;
m_fJudgeWindowSeconds = 0.20f;
m_fJudgeWindowSeconds = 0.17f;
m_fJudgeWindowPerfectPercent = 0.25f;
m_fJudgeWindowGreatPercent = 0.50f;
m_fJudgeWindowGoodPercent = 0.75f;
+14 -1
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@@ -188,7 +188,10 @@ HRESULT CTextureRenderer::SetRenderTarget( RageMovieTexture* pTexture )
HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
{
if( m_pTexture == NULL )
throw RageException( "DoRenderSample called while m_pTexture was NULL!" );
{
LOG->Warn( "DoRenderSample called while m_pTexture was NULL!" );
return S_OK;
}
BYTE *pBmpBuffer; // Bitmap buffer
@@ -307,6 +310,7 @@ RageMovieTexture::RageMovieTexture(
}
m_bLoop = true;
m_bPlaying = false;
}
RageMovieTexture::~RageMovieTexture()
@@ -490,6 +494,8 @@ HRESULT RageMovieTexture::PlayMovie()
if( FAILED( hr = pMC->Run() ) )
throw RageException( hr, "Could not run the DirectShow graph." );
m_bPlaying = true;
return S_OK;
}
@@ -552,6 +558,8 @@ void RageMovieTexture::Stop()
HRESULT hr;
if( FAILED( hr = pMC->Stop() ) )
throw RageException( hr, "Could not stop the DirectShow graph." );
m_bPlaying = false;
}
void RageMovieTexture::SetPosition( float fSeconds )
@@ -561,3 +569,8 @@ void RageMovieTexture::SetPosition( float fSeconds )
pMP->put_CurrentPosition(0);
}
bool RageMovieTexture::IsPlaying() const
{
return m_bPlaying;
}
+2
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@@ -53,6 +53,7 @@ public:
virtual void Stop();
virtual void SetPosition( float fSeconds );
virtual bool IsAMovie() const { return true; };
virtual bool IsPlaying() const;
void SetLooping(bool looping=true) { m_bLoop = looping; }
LPDIRECT3DTEXTURE8 GetBackBuffer() { return m_pd3dTexture[!m_iIndexFrontBuffer]; }
@@ -76,4 +77,5 @@ protected:
CComPtr<IGraphBuilder> m_pGB; // GraphBuilder
CTextureRenderer *m_pCTR; // DShow Texture renderer
bool m_bLoop;
bool m_bPlaying;
};
+1
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@@ -64,6 +64,7 @@ public:
virtual void Pause() {}
virtual void SetPosition( float fSeconds ) {}
virtual bool IsAMovie() const { return false; }
virtual bool IsPlaying() const { return false; }
void SetLooping(bool looping=true) { }
int GetSourceWidth() const {return m_iSourceWidth;}
+1 -1
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@@ -435,7 +435,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_Grades[p].SetXY( GRADE_X(p), GRADE_Y );
m_Grades[p].SetZ( -2 );
m_Grades[p].SetZoom( 1.0f );
m_Grades[p].SetEffectGlowing( 8.0f, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 );
m_Grades[p].SetEffectGlowing( 5.0f, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 );
if( SPIN_GRADES )
m_Grades[p].SpinAndSettleOn( grade[p] );
else
+13 -13
View File
@@ -88,11 +88,11 @@ void ScreenMachineOptions::ImportOptions()
* impossible, and perhaps it *is* justice that even the CPU fails
* it. :)
*/
if( PREFSMAN->m_fJudgeWindowSeconds == 0.29f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.26f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.23f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.20f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.17f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4;
if( PREFSMAN->m_fJudgeWindowSeconds == 0.27f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.24f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.21f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.18f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.15f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.12f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 5;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.09f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 6;
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.06f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 7;
@@ -120,14 +120,14 @@ void ScreenMachineOptions::ExportOptions()
switch( m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] )
{
case 0: PREFSMAN->m_fJudgeWindowSeconds = 0.29f; break;
case 1: PREFSMAN->m_fJudgeWindowSeconds = 0.26f; break;
case 2: PREFSMAN->m_fJudgeWindowSeconds = 0.23f; break;
case 3: PREFSMAN->m_fJudgeWindowSeconds = 0.20f; break;
case 4: PREFSMAN->m_fJudgeWindowSeconds = 0.17f; break;
case 5: PREFSMAN->m_fJudgeWindowSeconds = 0.12f; break;
case 6: PREFSMAN->m_fJudgeWindowSeconds = 0.09f; break;
case 7: PREFSMAN->m_fJudgeWindowSeconds = 0.06f; break;
case 0: PREFSMAN->m_fJudgeWindowSeconds = 0.27f; break;
case 1: PREFSMAN->m_fJudgeWindowSeconds = 0.24f; break;
case 2: PREFSMAN->m_fJudgeWindowSeconds = 0.21f; break;
case 3: PREFSMAN->m_fJudgeWindowSeconds = 0.18f; break;
case 4: PREFSMAN->m_fJudgeWindowSeconds = 0.15f; break;
case 5: PREFSMAN->m_fJudgeWindowSeconds = 0.10f; break;
case 6: PREFSMAN->m_fJudgeWindowSeconds = 0.07f; break;
case 7: PREFSMAN->m_fJudgeWindowSeconds = 0.04f; break;
default: ASSERT(0);
}
+1 -1
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@@ -74,6 +74,7 @@ const CString CREDIT_LINES[] =
"Bruno Figueiredo",
"Dro Kulix (Peter S. May)",
"nmspaz (Jared Roberts)",
"binarys (Brendan Walker)",
"Mantis (Ben Nordstrom)",
"Parasyte (Chris Gomez)",
"dirkthedaring (Michael Patterson)",
@@ -103,7 +104,6 @@ const CString CREDIT_LINES[] =
"Lagged",
"The Melting Pot",
"DDRJamz Global BBS",
"Brendan Walker",
"Eric 'WaffleKing' Webster",
"Mark 'Foobly' Verrey",
"Mandarin Blue",
+1 -1
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@@ -272,7 +272,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_bDark = true;
}
GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.7f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
GAMESTATE->m_bDemonstration = true;
+1 -1
View File
@@ -197,7 +197,7 @@ void Sprite::DrawPrimitives()
if( m_pTexture == NULL )
return;
if( m_pTexture->IsAMovie() )
if( m_pTexture->IsAMovie() && m_pTexture->IsPlaying() )
::Sleep( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame