Fixes: ScreenStage Ez2dancer Fonts and Things.
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@@ -3,6 +3,13 @@ X denotes task complete or no longer required to do.
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- denotes task to do, but also being worked upon by other dev.
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- denotes task to do, but also being worked upon by other dev.
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H denotes task on hold.
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H denotes task on hold.
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TODO As of: 11:42:PM 05/09/02
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Fix the Bug on ScreenStage that reports the current stage number for final stage as being 00 in Ez2
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TODO As of: 01:29:AM 04/09/02
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TODO As of: 01:29:AM 04/09/02
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X Fix Ez2dancer SelectPlayer Theme Metrics
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X Fix Ez2dancer SelectPlayer Theme Metrics
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@@ -12,7 +19,7 @@ X Fix Ez2dancer SelectPlayer Theme Metrics
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* Create Ez2dancer style song select.
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* Create Ez2dancer style song select.
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* Add Scoreboard System (longterm project)
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* Add Scoreboard System (longterm project)
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* Create some kind of metrics so that Ez2dancer may have extra stage the way it should
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* Create some kind of metrics so that Ez2dancer may have extra stage the way it should
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* Fix Ez2dancer type stage screens
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X Fix Ez2dancer type stage screens
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- Create Ez2dancer type "extra stage" stage screen.
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- Create Ez2dancer type "extra stage" stage screen.
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* Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate
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* Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate
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* Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should.
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* Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should.
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@@ -107,7 +107,10 @@ ScreenStage::ScreenStage()
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for( int i=0; i<4; i++ )
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for( int i=0; i<4; i++ )
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{
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{
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m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage numbers") );
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m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage numbers") );
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if( g_StageType != STAGE_TYPE_EZ2 ) // DONT DIFFUSE COLORS FOR EZ2. Coz we actually set the color in the .png
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m_sprNumbers[i].SetDiffuse( GAMESTATE->GetStageColor() );
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m_sprNumbers[i].SetDiffuse( GAMESTATE->GetStageColor() );
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m_sprNumbers[i].StopAnimating();
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m_sprNumbers[i].StopAnimating();
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}
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}
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage stage") ); // we may load a different graphic into here later
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage stage") ); // we may load a different graphic into here later
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@@ -272,7 +275,7 @@ ScreenStage::ScreenStage()
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m_sprNumbers[i].SetZoom( 20.0f ); // make it really really big on-screen
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m_sprNumbers[i].SetZoom( 20.0f ); // make it really really big on-screen
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m_sprNumbers[i].SetRotation( 10 ); // make this thing rotated
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m_sprNumbers[i].SetRotation( 10 ); // make this thing rotated
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m_sprNumbers[i].BeginTweening(0.8f, Actor::TWEEN_BIAS_BEGIN );
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m_sprNumbers[i].BeginTweening(0.8f, Actor::TWEEN_BIAS_BEGIN );
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m_sprNumbers[i].SetTweenZoom( 1.0f ); // shrink it down to it's proper size
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m_sprNumbers[i].SetTweenZoom( 3.0f ); // shrink it down to it's proper size
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m_sprNumbers[i].SetTweenRotationZ( 0 ); // make it rotate into place
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m_sprNumbers[i].SetTweenRotationZ( 0 ); // make it rotate into place
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}
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}
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@@ -373,9 +376,9 @@ ScreenStage::ScreenStage()
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for (i=0; i<2; i++) // specify the font file.
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for (i=0; i<2; i++) // specify the font file.
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{
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{
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m_ez2ukm[i].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_ez2ukm[i].LoadFromFont( THEME->GetPathTo("Fonts","Stage") );
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m_ez2ukm[i].TurnShadowOff();
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m_ez2ukm[i].TurnShadowOff();
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m_stagedesc[i].LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_stagedesc[i].LoadFromFont( THEME->GetPathTo("Fonts","Stage") );
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m_stagedesc[i].TurnShadowOff();
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m_stagedesc[i].TurnShadowOff();
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}
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}
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@@ -489,7 +492,7 @@ ScreenStage::ScreenStage()
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// write the stage name
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// write the stage name
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m_stagename.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_stagename.LoadFromFont( THEME->GetPathTo("Fonts","Stage") );
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m_stagename.TurnShadowOff();
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m_stagename.TurnShadowOff();
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m_stagename.SetXY( CENTER_X+400, CENTER_Y-30+element_y_offsets ); // set initial position
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m_stagename.SetXY( CENTER_X+400, CENTER_Y-30+element_y_offsets ); // set initial position
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