make the How To Play screen get its steps from an outside file rather than be hardcoded.
This commit is contained in:
+126
-137
@@ -20,20 +20,36 @@
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#include "SongManager.h"
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#include "NoteFieldPositioning.h"
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#include "GameManager.h"
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#include "NotesLoaderSM.h"
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#define SONG_BPM THEME->GetMetricF("ScreenHowToPlay","SongBPM")
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#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
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#define NUM_PERFECTS THEME->GetMetricI("ScreenHowToPlay","NumPerfects")
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#define NUM_MISSES THEME->GetMetricI("ScreenHowToPlay","NumMisses")
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//
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#define USELIFEBAR THEME->GetMetricB("ScreenHowToPlay","UseLifeMeterBar")
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#define LIFEBARONCOMMAND THEME->GetMetric ("ScreenHowToPlay","LifeMeterBarOnCommand")
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//
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#define USECHARACTER THEME->GetMetricB("ScreenHowToPlay","UseCharacter")
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#define CHARACTERONCOMMAND THEME->GetMetric ("ScreenHowToPlay","CharacterOnCommand")
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//
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#define USEPAD THEME->GetMetricB("ScreenHowToPlay","UsePad")
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#define PADONCOMMAND THEME->GetMetric ("ScreenHowToPlay","PadOnCommand")
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//
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#define USEPLAYER THEME->GetMetricB("ScreenHowToPlay","UseNotefield")
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#define PLAYERX THEME->GetMetricF("ScreenHowToPlay","PlayerX")
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#define NUM_PERFECTS THEME->GetMetricI("ScreenHowToPlay","NumPerfects")
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#define NUM_MISSES THEME->GetMetricI("ScreenHowToPlay","NumMisses")
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//#define SONG_BPM THEME->GetMetricF("ScreenHowToPlay","SongBPM")
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#define STEPFILE THEME->GetMetric ("ScreenHowToPlay","Stepfile")
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ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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{
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m_bUsingLifeBar = USELIFEBAR;
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m_bUsingPlayer = USEPLAYER;
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m_bUsingPad = (USEPAD && DoesFileExist("Characters" SLASH "DancePad-DDR.txt"));
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m_bUsingCharacter = (USECHARACTER && GAMESTATE->m_pCharacters.size());
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m_iPerfects = 0;
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m_iNumPerfects = NUM_PERFECTS;
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m_In.Load( THEME->GetPathToB("ScreenHowToPlay in") );
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m_In.StartTransitioning();
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@@ -42,6 +58,44 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenHowToPlay overlay") );
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this->AddChild( &m_Overlay );
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if( m_bUsingPad )
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{
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m_mDancePad.LoadMilkshapeAscii("Characters" SLASH "DancePad-DDR.txt");
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m_mDancePad.SetRotationX( 35 );
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m_mDancePad.Command( PADONCOMMAND );
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}
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// Display random character
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if( m_bUsingCharacter )
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{
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Character* rndchar = GAMESTATE->GetRandomCharacter();
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m_mCharacter.LoadMilkshapeAscii( rndchar->GetModelPath() );
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// m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", rndchar->GetHowToPlayAnimationPath() );
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m_mCharacter.LoadMilkshapeAsciiBones( "Step-LEFT","Characters" SLASH "BeginnerHelper_step-left.bones.txt" );
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m_mCharacter.LoadMilkshapeAsciiBones( "Step-DOWN","Characters" SLASH "BeginnerHelper_step-down.bones.txt" );
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m_mCharacter.LoadMilkshapeAsciiBones( "Step-UP","Characters" SLASH "BeginnerHelper_step-up.bones.txt" );
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m_mCharacter.LoadMilkshapeAsciiBones( "Step-RIGHT","Characters" SLASH "BeginnerHelper_step-right.bones.txt" );
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m_mCharacter.LoadMilkshapeAsciiBones( "Step-JUMPLR","Characters" SLASH "BeginnerHelper_step-jumplr.bones.txt" );
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m_mCharacter.LoadMilkshapeAsciiBones( "rest",rndchar->GetRestAnimationPath() );
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m_mCharacter.SetDefaultAnimation( "rest" );
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m_mCharacter.PlayAnimation( "rest" );
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m_mCharacter.m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
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m_mCharacter.SetRotationX( 40 );
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m_mCharacter.Command( CHARACTERONCOMMAND );
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}
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LifeMeterBar *pBarUsed = NULL;
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// silly to use the lifebar without a player, since the player updates the lifebar
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if( m_bUsingLifeBar )
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{
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m_LifeMeterBar.Load( PLAYER_1 );
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m_LifeMeterBar.Command( LIFEBARONCOMMAND );
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m_LifeMeterBar.FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
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pBarUsed = &m_LifeMeterBar;
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}
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switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate?
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{
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case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; break;
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@@ -54,91 +108,19 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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default: ASSERT(0); // we should cover all gametypes....
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}
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StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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int iNumOfTracks = GAMEMAN->NotesTypeToNumTracks( nt );
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ASSERT(iNumOfTracks > 0); // crazy to have less than 1 track....
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m_LifeMeterBar.Load( PLAYER_1 );
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m_LifeMeterBar.Command( LIFEBARONCOMMAND );
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m_LifeMeterBar.FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
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m_bUsingPad = (USEPAD && DoesFileExist("Characters" SLASH "DancePad-DDR.txt"));
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if( m_bUsingPad )
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{
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m_mDancePad.LoadMilkshapeAscii("Characters" SLASH "DancePad-DDR.txt");
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m_mDancePad.SetRotationX( 35 );
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m_mDancePad.Command( PADONCOMMAND );
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}
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// Display random character
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m_bUsingCharacter = (USECHARACTER && GAMESTATE->m_pCharacters.size());
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if( m_bUsingCharacter )
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{
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Character* rndchar = GAMESTATE->GetRandomCharacter();
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m_mCharacter.LoadMilkshapeAscii( rndchar->GetModelPath() );
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m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", rndchar->GetHowToPlayAnimationPath() );
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m_mCharacter.SetRotationX( 40 );
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m_mCharacter.Command( CHARACTERONCOMMAND );
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}
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NoteData* pND = new NoteData;
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pND->SetNumTracks( iNumOfTracks );
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/* Old notes.. Until our HowToPlay animation changes, Steps changed.
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pND->SetTapNote( 0, ROWS_PER_BEAT*12, TAP_TAP );
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pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*20, TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*24, TAP_TAP );
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pND->SetTapNote( 3, ROWS_PER_BEAT*24, TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*28, TAP_TAP );
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pND->AddHoldNote( HoldNote(2, 32, 35) );
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pND->AddHoldNote( HoldNote(0, 36, 39) );
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pND->AddHoldNote( HoldNote(3, 36, 39) );
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pND->AddHoldNote( HoldNote(2, 40, 43) );
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pND->SetTapNote( 0, ROWS_PER_BEAT*44, TAP_TAP );
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pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*44.5f), TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*45, TAP_TAP );
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pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*45.5f), TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*46, TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
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*/
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pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP );
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pND->SetTapNote( 2, ROWS_PER_BEAT*18, TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*20, TAP_TAP );
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pND->SetTapNote( 0, ROWS_PER_BEAT*22, TAP_TAP );
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pND->SetTapNote( 3, ROWS_PER_BEAT*22, TAP_TAP );
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//Misses
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pND->SetTapNote( 0, (int)(ROWS_PER_BEAT*24.0f), TAP_TAP );
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pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*24.1f), TAP_TAP );
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pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*24.2f), TAP_TAP );
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pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*24.3f), TAP_TAP );
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pND->SetTapNote( 2, (int)(ROWS_PER_BEAT*24.4f), TAP_TAP );
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pND->SetTapNote( 0, (int)(ROWS_PER_BEAT*24.5f), TAP_TAP );
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m_pSong = new Song;
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float fSongBPM = SONG_BPM; // need this on a separate line, otherwise VC6 release build screws up and returns 0
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m_pSong->AddBPMSegment( BPMSegment(0.0,fSongBPM) );
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/* Same as above
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m_pSong->AddStopSegment( StopSegment(12,2) );
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m_pSong->AddStopSegment( StopSegment(16,2) );
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m_pSong->AddStopSegment( StopSegment(20,2) );
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m_pSong->AddStopSegment( StopSegment(24,2) );
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m_pSong->AddStopSegment( StopSegment(28,2) );
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*/
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m_pSong->AddStopSegment( StopSegment(16,2) );
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m_pSong->AddStopSegment( StopSegment(18,2) );
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m_pSong->AddStopSegment( StopSegment(20,2) );
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m_pSong->AddStopSegment( StopSegment(22,2) );
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SMLoader smfile;
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smfile.LoadFromSMFile( THEME->GetCurThemeDir() + STEPFILE, *m_pSong, false );
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ASSERT( m_pSong->m_apNotes.size() == 1 );
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GAMESTATE->m_pCurSong = m_pSong;
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
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m_Player.Load( PLAYER_1, pND, &m_LifeMeterBar, NULL, NULL, NULL, NULL, NULL );
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NoteData *pND = new NoteData;
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m_pSong->m_apNotes[0]->GetNoteData(pND);
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m_Player.Load( PLAYER_1, pND, pBarUsed, NULL, NULL, NULL, NULL, NULL );
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delete pND;
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m_Player.SetX( PLAYERX );
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// Don't show judgement
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@@ -146,8 +128,8 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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this->AddChild( &m_Player );
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this->AddChild( &m_LifeMeterBar );
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delete pND;
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if( m_bUsingLifeBar )
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this->AddChild( &m_LifeMeterBar );
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m_fFakeSecondsIntoSong = 0;
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this->ClearMessageQueue();
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@@ -163,72 +145,79 @@ ScreenHowToPlay::~ScreenHowToPlay()
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delete m_pSong;
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}
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void ScreenHowToPlay::Step( float fDelta )
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{
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#define ST_LEFT 0x08
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#define ST_DOWN 0x04
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#define ST_UP 0x02
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#define ST_RIGHT 0x01
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#define ST_JUMPLR (ST_LEFT | ST_RIGHT)
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#define ST_JUMPUD (ST_UP | ST_DOWN)
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float rate = 1; //GAMESTATE->m_fCurBPS;
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int iStep = 0;
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int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
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int iNumTracks = m_Player.GetNumTracks();
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// if we want to miss from here on out, don't process steps.
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if((m_iPerfects < m_iNumPerfects) && (m_Player.IsThereATapAtRow( iNoteRow )))
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{
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for( int k=0; k<iNumTracks; k++ )
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if( m_Player.GetTapNote(k, iNoteRow ) == TAP_TAP )
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iStep += 1 << (iNumTracks - (k + 1));
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switch( iStep )
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{
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case ST_LEFT: m_mCharacter.PlayAnimation( "Step-LEFT", 1.8f ); break;
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case ST_RIGHT: m_mCharacter.PlayAnimation( "Step-RIGHT", 1.8f ); break;
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case ST_UP: m_mCharacter.PlayAnimation( "Step-UP", 1.8f ); break;
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case ST_DOWN: m_mCharacter.PlayAnimation( "Step-DOWN", 1.8f ); break;
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case ST_JUMPLR: m_mCharacter.PlayAnimation( "Step-JUMPLR", 1.8f ); break;
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case ST_JUMPUD:
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// Until I can get an UP+DOWN jump animation, this will have to do.
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m_mCharacter.PlayAnimation( "Step-JUMPLR", 1.8f );
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m_mCharacter.StopTweening();
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m_mCharacter.BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
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m_mCharacter.SetRotationY( 90 );
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m_mCharacter.BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
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m_mCharacter.BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
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m_mCharacter.SetRotationY( 0 );
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break;
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}
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}
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// if we want to freeze, freeze.
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if( GAMESTATE->m_bFreeze )
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rate = 0;
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m_mCharacter.Update( fDelta * rate );
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}
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void ScreenHowToPlay::Update( float fDelta )
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{
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if(GAMESTATE->m_pCurSong != NULL)
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{
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float rate = 1;
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GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
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m_fFakeSecondsIntoSong += fDelta;
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static int iLastNoteRowCounted = 0;
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int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
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if(( iCurNoteRow != iLastNoteRowCounted ) &&(m_Player.IsThereATapAtRow( iCurNoteRow )))
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{
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m_iPerfects++;
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iLastNoteRowCounted = iCurNoteRow;
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}
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// we want misses from beat 22.8 on out, so change to a HUMAN controller.
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// since we aren't taking input from the user, the steps are always missed.
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if(GAMESTATE->m_fSongBeat > 22.8f)
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if(m_iPerfects > m_iNumPerfects)
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
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if ( m_bUsingCharacter )
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{
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if( GAMESTATE->m_bFreeze )
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{
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switch(int(GAMESTATE->m_fSongBeat))
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{
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case 16: m_mCharacter.SetFrame(30); break;
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case 18: m_mCharacter.SetFrame(85); break;
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case 20: m_mCharacter.SetFrame(150); break;
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case 22: m_mCharacter.SetFrame(270); break;
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};
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rate = 0;
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}
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else
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{
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/* HowToPlay animations.. This will be retimed soon to be a reasonable speed.
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This was just a quick'n'dirty way of showing this screen correctly. */
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// Until we get a better HowToPlay animation done, it has to be this way..
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if( (GAMESTATE->m_fSongBeat >= 15.0f && GAMESTATE->m_fSongBeat <= 15.2f) )
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{
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m_mCharacter.SetFrame(1);
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}
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if( (GAMESTATE->m_fSongBeat >= 17.0f && GAMESTATE->m_fSongBeat <= 17.2f) )
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{
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m_mCharacter.SetFrame(55);
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}
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if( (GAMESTATE->m_fSongBeat >= 19.0f && GAMESTATE->m_fSongBeat <= 19.2f) )
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{
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m_mCharacter.SetFrame(120);
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}
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if( (GAMESTATE->m_fSongBeat >= 21.0f && GAMESTATE->m_fSongBeat <= 21.2f) )
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{
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m_mCharacter.SetFrame(240);
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}
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// ----------------------------------------------------------------------- */
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if( (GAMESTATE->m_fSongBeat >= 0.0f && GAMESTATE->m_fSongBeat <= 15.0f) ||
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(GAMESTATE->m_fSongBeat >= 16.8f && GAMESTATE->m_fSongBeat <= 17.0f) ||
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(GAMESTATE->m_fSongBeat >= 18.8f && GAMESTATE->m_fSongBeat <= 19.0f) ||
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(GAMESTATE->m_fSongBeat >= 20.8f && GAMESTATE->m_fSongBeat <= 21.0f) ||
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(GAMESTATE->m_fSongBeat >= 22.8f) )
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{
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if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) )
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m_mCharacter.SetFrame(184);
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//Loop for HowToPlay static movement is 184~243
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} else
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// if we update at normal speed during a step animation, it is too slow and
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// doesn't finish in time.
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rate = 1.8f;
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}
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m_mCharacter.Update( fDelta * rate );
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Step( fDelta );
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}
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}
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