make the How To Play screen get its steps from an outside file rather than be hardcoded.

This commit is contained in:
Thad Ward
2003-09-08 17:11:52 +00:00
parent 955e6803ef
commit 6d9228f4fa
3 changed files with 137 additions and 141 deletions
+126 -137
View File
@@ -20,20 +20,36 @@
#include "SongManager.h"
#include "NoteFieldPositioning.h"
#include "GameManager.h"
#include "NotesLoaderSM.h"
#define SONG_BPM THEME->GetMetricF("ScreenHowToPlay","SongBPM")
#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
#define NUM_PERFECTS THEME->GetMetricI("ScreenHowToPlay","NumPerfects")
#define NUM_MISSES THEME->GetMetricI("ScreenHowToPlay","NumMisses")
//
#define USELIFEBAR THEME->GetMetricB("ScreenHowToPlay","UseLifeMeterBar")
#define LIFEBARONCOMMAND THEME->GetMetric ("ScreenHowToPlay","LifeMeterBarOnCommand")
//
#define USECHARACTER THEME->GetMetricB("ScreenHowToPlay","UseCharacter")
#define CHARACTERONCOMMAND THEME->GetMetric ("ScreenHowToPlay","CharacterOnCommand")
//
#define USEPAD THEME->GetMetricB("ScreenHowToPlay","UsePad")
#define PADONCOMMAND THEME->GetMetric ("ScreenHowToPlay","PadOnCommand")
//
#define USEPLAYER THEME->GetMetricB("ScreenHowToPlay","UseNotefield")
#define PLAYERX THEME->GetMetricF("ScreenHowToPlay","PlayerX")
#define NUM_PERFECTS THEME->GetMetricI("ScreenHowToPlay","NumPerfects")
#define NUM_MISSES THEME->GetMetricI("ScreenHowToPlay","NumMisses")
//#define SONG_BPM THEME->GetMetricF("ScreenHowToPlay","SongBPM")
#define STEPFILE THEME->GetMetric ("ScreenHowToPlay","Stepfile")
ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
{
m_bUsingLifeBar = USELIFEBAR;
m_bUsingPlayer = USEPLAYER;
m_bUsingPad = (USEPAD && DoesFileExist("Characters" SLASH "DancePad-DDR.txt"));
m_bUsingCharacter = (USECHARACTER && GAMESTATE->m_pCharacters.size());
m_iPerfects = 0;
m_iNumPerfects = NUM_PERFECTS;
m_In.Load( THEME->GetPathToB("ScreenHowToPlay in") );
m_In.StartTransitioning();
@@ -42,6 +58,44 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenHowToPlay overlay") );
this->AddChild( &m_Overlay );
if( m_bUsingPad )
{
m_mDancePad.LoadMilkshapeAscii("Characters" SLASH "DancePad-DDR.txt");
m_mDancePad.SetRotationX( 35 );
m_mDancePad.Command( PADONCOMMAND );
}
// Display random character
if( m_bUsingCharacter )
{
Character* rndchar = GAMESTATE->GetRandomCharacter();
m_mCharacter.LoadMilkshapeAscii( rndchar->GetModelPath() );
// m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", rndchar->GetHowToPlayAnimationPath() );
m_mCharacter.LoadMilkshapeAsciiBones( "Step-LEFT","Characters" SLASH "BeginnerHelper_step-left.bones.txt" );
m_mCharacter.LoadMilkshapeAsciiBones( "Step-DOWN","Characters" SLASH "BeginnerHelper_step-down.bones.txt" );
m_mCharacter.LoadMilkshapeAsciiBones( "Step-UP","Characters" SLASH "BeginnerHelper_step-up.bones.txt" );
m_mCharacter.LoadMilkshapeAsciiBones( "Step-RIGHT","Characters" SLASH "BeginnerHelper_step-right.bones.txt" );
m_mCharacter.LoadMilkshapeAsciiBones( "Step-JUMPLR","Characters" SLASH "BeginnerHelper_step-jumplr.bones.txt" );
m_mCharacter.LoadMilkshapeAsciiBones( "rest",rndchar->GetRestAnimationPath() );
m_mCharacter.SetDefaultAnimation( "rest" );
m_mCharacter.PlayAnimation( "rest" );
m_mCharacter.m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating.
m_mCharacter.SetRotationX( 40 );
m_mCharacter.Command( CHARACTERONCOMMAND );
}
LifeMeterBar *pBarUsed = NULL;
// silly to use the lifebar without a player, since the player updates the lifebar
if( m_bUsingLifeBar )
{
m_LifeMeterBar.Load( PLAYER_1 );
m_LifeMeterBar.Command( LIFEBARONCOMMAND );
m_LifeMeterBar.FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
pBarUsed = &m_LifeMeterBar;
}
switch(GAMESTATE->m_CurGame) // which style should we use to demonstrate?
{
case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE; break;
@@ -54,91 +108,19 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
default: ASSERT(0); // we should cover all gametypes....
}
StepsType nt = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
int iNumOfTracks = GAMEMAN->NotesTypeToNumTracks( nt );
ASSERT(iNumOfTracks > 0); // crazy to have less than 1 track....
m_LifeMeterBar.Load( PLAYER_1 );
m_LifeMeterBar.Command( LIFEBARONCOMMAND );
m_LifeMeterBar.FillForHowToPlay( NUM_PERFECTS, NUM_MISSES );
m_bUsingPad = (USEPAD && DoesFileExist("Characters" SLASH "DancePad-DDR.txt"));
if( m_bUsingPad )
{
m_mDancePad.LoadMilkshapeAscii("Characters" SLASH "DancePad-DDR.txt");
m_mDancePad.SetRotationX( 35 );
m_mDancePad.Command( PADONCOMMAND );
}
// Display random character
m_bUsingCharacter = (USECHARACTER && GAMESTATE->m_pCharacters.size());
if( m_bUsingCharacter )
{
Character* rndchar = GAMESTATE->GetRandomCharacter();
m_mCharacter.LoadMilkshapeAscii( rndchar->GetModelPath() );
m_mCharacter.LoadMilkshapeAsciiBones("howtoplay", rndchar->GetHowToPlayAnimationPath() );
m_mCharacter.SetRotationX( 40 );
m_mCharacter.Command( CHARACTERONCOMMAND );
}
NoteData* pND = new NoteData;
pND->SetNumTracks( iNumOfTracks );
/* Old notes.. Until our HowToPlay animation changes, Steps changed.
pND->SetTapNote( 0, ROWS_PER_BEAT*12, TAP_TAP );
pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP );
pND->SetTapNote( 2, ROWS_PER_BEAT*20, TAP_TAP );
pND->SetTapNote( 0, ROWS_PER_BEAT*24, TAP_TAP );
pND->SetTapNote( 3, ROWS_PER_BEAT*24, TAP_TAP );
pND->SetTapNote( 0, ROWS_PER_BEAT*28, TAP_TAP );
pND->AddHoldNote( HoldNote(2, 32, 35) );
pND->AddHoldNote( HoldNote(0, 36, 39) );
pND->AddHoldNote( HoldNote(3, 36, 39) );
pND->AddHoldNote( HoldNote(2, 40, 43) );
pND->SetTapNote( 0, ROWS_PER_BEAT*44, TAP_TAP );
pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*44.5f), TAP_TAP );
pND->SetTapNote( 2, ROWS_PER_BEAT*45, TAP_TAP );
pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*45.5f), TAP_TAP );
pND->SetTapNote( 0, ROWS_PER_BEAT*46, TAP_TAP );
pND->SetTapNote( 2, ROWS_PER_BEAT*46, TAP_TAP );
*/
pND->SetTapNote( 1, ROWS_PER_BEAT*16, TAP_TAP );
pND->SetTapNote( 2, ROWS_PER_BEAT*18, TAP_TAP );
pND->SetTapNote( 0, ROWS_PER_BEAT*20, TAP_TAP );
pND->SetTapNote( 0, ROWS_PER_BEAT*22, TAP_TAP );
pND->SetTapNote( 3, ROWS_PER_BEAT*22, TAP_TAP );
//Misses
pND->SetTapNote( 0, (int)(ROWS_PER_BEAT*24.0f), TAP_TAP );
pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*24.1f), TAP_TAP );
pND->SetTapNote( 3, (int)(ROWS_PER_BEAT*24.2f), TAP_TAP );
pND->SetTapNote( 1, (int)(ROWS_PER_BEAT*24.3f), TAP_TAP );
pND->SetTapNote( 2, (int)(ROWS_PER_BEAT*24.4f), TAP_TAP );
pND->SetTapNote( 0, (int)(ROWS_PER_BEAT*24.5f), TAP_TAP );
m_pSong = new Song;
float fSongBPM = SONG_BPM; // need this on a separate line, otherwise VC6 release build screws up and returns 0
m_pSong->AddBPMSegment( BPMSegment(0.0,fSongBPM) );
/* Same as above
m_pSong->AddStopSegment( StopSegment(12,2) );
m_pSong->AddStopSegment( StopSegment(16,2) );
m_pSong->AddStopSegment( StopSegment(20,2) );
m_pSong->AddStopSegment( StopSegment(24,2) );
m_pSong->AddStopSegment( StopSegment(28,2) );
*/
m_pSong->AddStopSegment( StopSegment(16,2) );
m_pSong->AddStopSegment( StopSegment(18,2) );
m_pSong->AddStopSegment( StopSegment(20,2) );
m_pSong->AddStopSegment( StopSegment(22,2) );
SMLoader smfile;
smfile.LoadFromSMFile( THEME->GetCurThemeDir() + STEPFILE, *m_pSong, false );
ASSERT( m_pSong->m_apNotes.size() == 1 );
GAMESTATE->m_pCurSong = m_pSong;
GAMESTATE->m_bPastHereWeGo = true;
GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
m_Player.Load( PLAYER_1, pND, &m_LifeMeterBar, NULL, NULL, NULL, NULL, NULL );
NoteData *pND = new NoteData;
m_pSong->m_apNotes[0]->GetNoteData(pND);
m_Player.Load( PLAYER_1, pND, pBarUsed, NULL, NULL, NULL, NULL, NULL );
delete pND;
m_Player.SetX( PLAYERX );
// Don't show judgement
@@ -146,8 +128,8 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_bDemonstrationOrJukebox = true;
this->AddChild( &m_Player );
this->AddChild( &m_LifeMeterBar );
delete pND;
if( m_bUsingLifeBar )
this->AddChild( &m_LifeMeterBar );
m_fFakeSecondsIntoSong = 0;
this->ClearMessageQueue();
@@ -163,72 +145,79 @@ ScreenHowToPlay::~ScreenHowToPlay()
delete m_pSong;
}
void ScreenHowToPlay::Step( float fDelta )
{
#define ST_LEFT 0x08
#define ST_DOWN 0x04
#define ST_UP 0x02
#define ST_RIGHT 0x01
#define ST_JUMPLR (ST_LEFT | ST_RIGHT)
#define ST_JUMPUD (ST_UP | ST_DOWN)
float rate = 1; //GAMESTATE->m_fCurBPS;
int iStep = 0;
int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
int iNumTracks = m_Player.GetNumTracks();
// if we want to miss from here on out, don't process steps.
if((m_iPerfects < m_iNumPerfects) && (m_Player.IsThereATapAtRow( iNoteRow )))
{
for( int k=0; k<iNumTracks; k++ )
if( m_Player.GetTapNote(k, iNoteRow ) == TAP_TAP )
iStep += 1 << (iNumTracks - (k + 1));
switch( iStep )
{
case ST_LEFT: m_mCharacter.PlayAnimation( "Step-LEFT", 1.8f ); break;
case ST_RIGHT: m_mCharacter.PlayAnimation( "Step-RIGHT", 1.8f ); break;
case ST_UP: m_mCharacter.PlayAnimation( "Step-UP", 1.8f ); break;
case ST_DOWN: m_mCharacter.PlayAnimation( "Step-DOWN", 1.8f ); break;
case ST_JUMPLR: m_mCharacter.PlayAnimation( "Step-JUMPLR", 1.8f ); break;
case ST_JUMPUD:
// Until I can get an UP+DOWN jump animation, this will have to do.
m_mCharacter.PlayAnimation( "Step-JUMPLR", 1.8f );
m_mCharacter.StopTweening();
m_mCharacter.BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
m_mCharacter.SetRotationY( 90 );
m_mCharacter.BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
m_mCharacter.BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
m_mCharacter.SetRotationY( 0 );
break;
}
}
// if we want to freeze, freeze.
if( GAMESTATE->m_bFreeze )
rate = 0;
m_mCharacter.Update( fDelta * rate );
}
void ScreenHowToPlay::Update( float fDelta )
{
if(GAMESTATE->m_pCurSong != NULL)
{
float rate = 1;
GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
m_fFakeSecondsIntoSong += fDelta;
static int iLastNoteRowCounted = 0;
int iCurNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat );
if(( iCurNoteRow != iLastNoteRowCounted ) &&(m_Player.IsThereATapAtRow( iCurNoteRow )))
{
m_iPerfects++;
iLastNoteRowCounted = iCurNoteRow;
}
// we want misses from beat 22.8 on out, so change to a HUMAN controller.
// since we aren't taking input from the user, the steps are always missed.
if(GAMESTATE->m_fSongBeat > 22.8f)
if(m_iPerfects > m_iNumPerfects)
GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
if ( m_bUsingCharacter )
{
if( GAMESTATE->m_bFreeze )
{
switch(int(GAMESTATE->m_fSongBeat))
{
case 16: m_mCharacter.SetFrame(30); break;
case 18: m_mCharacter.SetFrame(85); break;
case 20: m_mCharacter.SetFrame(150); break;
case 22: m_mCharacter.SetFrame(270); break;
};
rate = 0;
}
else
{
/* HowToPlay animations.. This will be retimed soon to be a reasonable speed.
This was just a quick'n'dirty way of showing this screen correctly. */
// Until we get a better HowToPlay animation done, it has to be this way..
if( (GAMESTATE->m_fSongBeat >= 15.0f && GAMESTATE->m_fSongBeat <= 15.2f) )
{
m_mCharacter.SetFrame(1);
}
if( (GAMESTATE->m_fSongBeat >= 17.0f && GAMESTATE->m_fSongBeat <= 17.2f) )
{
m_mCharacter.SetFrame(55);
}
if( (GAMESTATE->m_fSongBeat >= 19.0f && GAMESTATE->m_fSongBeat <= 19.2f) )
{
m_mCharacter.SetFrame(120);
}
if( (GAMESTATE->m_fSongBeat >= 21.0f && GAMESTATE->m_fSongBeat <= 21.2f) )
{
m_mCharacter.SetFrame(240);
}
// ----------------------------------------------------------------------- */
if( (GAMESTATE->m_fSongBeat >= 0.0f && GAMESTATE->m_fSongBeat <= 15.0f) ||
(GAMESTATE->m_fSongBeat >= 16.8f && GAMESTATE->m_fSongBeat <= 17.0f) ||
(GAMESTATE->m_fSongBeat >= 18.8f && GAMESTATE->m_fSongBeat <= 19.0f) ||
(GAMESTATE->m_fSongBeat >= 20.8f && GAMESTATE->m_fSongBeat <= 21.0f) ||
(GAMESTATE->m_fSongBeat >= 22.8f) )
{
if( (m_mCharacter.GetCurFrame() >=243) || (m_mCharacter.GetCurFrame() <=184) )
m_mCharacter.SetFrame(184);
//Loop for HowToPlay static movement is 184~243
} else
// if we update at normal speed during a step animation, it is too slow and
// doesn't finish in time.
rate = 1.8f;
}
m_mCharacter.Update( fDelta * rate );
Step( fDelta );
}
}