Pop'n Music Theme Changes

Themers can optionally enable an All Character / 2D only Character select on the mode select screen (pop'n support)
This commit is contained in:
Andrew Livy
2003-12-04 04:28:19 +00:00
parent 966d108817
commit 761cb4e257
8 changed files with 252 additions and 3 deletions
+8
View File
@@ -238,6 +238,14 @@ GuideOffCommand=bouncebegin,0.5;addy,400
ChoiceListHighlightOffCommand=linear,0.5;diffusealpha,0;glow,1,1,1,0
ChoiceListFrameOffCommand=linear,0.5;diffusealpha,0;glow,1,1,1,0
UseModeSpecificBGAnims=0
EnableCharSelect=0
Only2DChars=0
CharacterIconP1Y=240
CharacterIconP1X=320
CharacterIconP2Y=240
CharacterIconP2X=320
CharacterIconP1OffCommand=linear,0.3;diffusealpha,0;sleep,10
CharacterIconP2OffCommand=linear,0.3;diffusealpha,0;sleep,10
[ScreenStyleSplash]
NextScreen=ScreenSelectGroup
+20
View File
@@ -142,3 +142,23 @@ CString Character::GetHeadPath() const
return as[0];
}
bool Character::Has2DElems()
{
if( DoesFileExist(m_sCharDir + SLASH + "2DFail" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DFever" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DGood" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DMiss" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DWin" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DWinFever" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DGreat" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DIdle" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true;
return false;
}
+4
View File
@@ -30,10 +30,14 @@ public:
CString GetWarmUpAnimationPath() const;
CString GetDanceAnimationPath() const;
CString GetSongSelectIconPath() const;
bool Has2DElems();
CString m_sCharDir;
CString m_sName;
// All the stuff below will be filled in if this character is playable in Rave mode
bool m_bUsableInRave;
+1
View File
@@ -140,6 +140,7 @@ static const CreditLine CREDIT_LINES[] =
{0,"Random Hajile"}, // sent me 3DDX stuff - friez
{0,"Chocobo Ghost"}, // sent me ez2 stuff - friez
{0,"Tyma"}, // sent me popnmusic stuff - friez
{0,"Deluxe"}, // para para noteskins - friez
{0,"Lagged"},
{0,"The Melting Pot"},
{0,"DDRJamz Global BBS"},
+1 -1
View File
@@ -33,7 +33,7 @@ public:
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void MenuBack( PlayerNumber pn );
protected:
virtual int GetSelectionIndex( PlayerNumber pn ) = 0;
+198 -1
View File
@@ -33,6 +33,8 @@ Chris Danford
#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode", "GuideY")
#define USECONFIRM THEME->GetMetricI("ScreenSelectMode","UseConfirm")
#define USE_MODE_SPECIFIC_BGS THEME->GetMetricI("ScreenSelectMode", "UseModeSpecificBGAnims")
#define ENABLE_CHAR_SELECT THEME->GetMetricB("ScreenSelectMode","EnableCharSelect")
#define ONLY_2D_CHARS THEME->GetMetricB("ScreenSelectMode","Only2DChars")
/************************************
ScreenSelectMode (Constructor)
@@ -41,6 +43,14 @@ Desc: Sets up the screen display
ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassName )
{
m_b2DAvailable = m_bCharsAvailable = false;
for(int pn=0;pn<NUM_PLAYERS;pn++)
{
m_iCurrentChar[pn]= -1; // minus 1 indicates no character.
m_CurChar[pn].SetName(ssprintf("CharacterIconP%d",pn+1));
SET_XY( m_CurChar[pn] );
}
m_bSelected = false;
m_ChoiceListFrame.Load( THEME->GetPathToG("ScreenSelectMode list frame"));
m_ChoiceListFrame.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y);
@@ -72,7 +82,35 @@ ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassN
this->AddChild( &m_Backgrounds[i] );
}*/
}
// check for character availability
vector<Character*> apCharacters;
if(ENABLE_CHAR_SELECT)
{
GAMESTATE->GetCharacters( apCharacters );
for(int i=0; i<apCharacters.size(); i++)
{
if(apCharacters[i] != NULL) // check its not null
{
m_bCharsAvailable = true;
if(apCharacters[i]->Has2DElems())
{
CString mpath = apCharacters[i]->GetSongSelectIconPath();
LOG->Trace("Char: %d, %s, 2D: true",i,mpath.c_str());
m_b2DAvailable = true;
}
else
{
CString mpath = apCharacters[i]->GetSongSelectIconPath();
LOG->Trace("Char: %d, %s, 2D: false",i,mpath.c_str());
}
}
}
for(pn=0;pn<NUM_PLAYERS;pn++)
m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
}
// m_ScrollingList.UseSpriteType(BANNERTYPE);
m_ScrollingList.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y );
m_ScrollingList.SetSpacing( ELEM_SPACING );
@@ -216,12 +254,52 @@ void ScreenSelectMode::HandleScreenMessage( const ScreenMessage SM )
case SM_MenuTimer:
{
m_bSelected = true;
SetCharacters();
}
break;
}
ScreenSelect::HandleScreenMessage(SM);
}
void ScreenSelectMode::SetCharacters()
{
vector<Character*> apCharactersToUse;
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(ONLY_2D_CHARS && m_b2DAvailable)
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for(int i=0; i<apCharacters.size(); i++)
{
if(apCharacters[i] != NULL) // check its not null
{
if(apCharacters[i]->Has2DElems())
{
apCharactersToUse.push_back(apCharacters[i]);
}
}
}
}
else if(m_bCharsAvailable)
{
GAMESTATE->GetCharacters( apCharactersToUse );
}
}
for(int pn=0; pn<NUM_PLAYERS; pn++)
{
if(GAMESTATE->IsPlayerEnabled(pn))
{
if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
{
Character* pChar = apCharactersToUse[m_iCurrentChar[pn]];
GAMESTATE->m_pCurCharacters[pn] = pChar;
}
}
}
}
void ScreenSelectMode::MenuStart( PlayerNumber pn )
{
if(!m_bSelected && USECONFIRM == 1)
@@ -232,10 +310,13 @@ void ScreenSelectMode::MenuStart( PlayerNumber pn )
return;
}
m_soundStart.Play();
SetCharacters();
OFF_COMMAND( m_ScrollingList );
OFF_COMMAND( m_Guide );
OFF_COMMAND( m_ChoiceListHighlight );
OFF_COMMAND( m_ChoiceListFrame );
for(int i=0; i<NUM_PLAYERS; i++)
OFF_COMMAND( m_CurChar[i] );
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0.5f );
}
@@ -259,5 +340,121 @@ void ScreenSelectMode::Update( float fDelta )
// }
}*/
for(int pn=0; pn<NUM_PLAYERS; pn++)
{
if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
{
m_CurChar[pn].Update( fDelta );
}
}
ScreenSelect::Update( fDelta );
}
void ScreenSelectMode::DrawPrimitives()
{
ScreenSelect::DrawPrimitives();
for(int pn=0; pn<NUM_PLAYERS; pn++)
{
if(GAMESTATE->IsPlayerEnabled(pn))
{
if(ENABLE_CHAR_SELECT)
{
m_CurChar[pn].Draw();
}
}
}
}
// todo: optimize the following - Frieza
void ScreenSelectMode::MenuUp(PlayerNumber pn)
{
vector<Character*> apCharactersToUse;
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(ONLY_2D_CHARS && m_b2DAvailable)
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for(int i=0; i<apCharacters.size(); i++)
{
if(apCharacters[i] != NULL) // check its not null
{
if(apCharacters[i]->Has2DElems())
{
apCharactersToUse.push_back(apCharacters[i]);
}
}
}
}
else if(m_bCharsAvailable)
{
GAMESTATE->GetCharacters( apCharactersToUse );
}
}
m_CurChar[pn].UnloadTexture();
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(m_iCurrentChar[pn] <= -1)
m_iCurrentChar[pn] = apCharactersToUse.size() -1;
else
m_iCurrentChar[pn]--; // set to no character
if(m_iCurrentChar[pn] != -1)
{
if(apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
m_CurChar[pn].Load( apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
else
m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode chariconmissing") );
}
else
m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
}
}
void ScreenSelectMode::MenuDown(PlayerNumber pn)
{
vector<Character*> apCharactersToUse;
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(ONLY_2D_CHARS && m_b2DAvailable)
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for(int i=0; i<apCharacters.size(); i++)
{
if(apCharacters[i] != NULL) // check its not null
{
if(apCharacters[i]->Has2DElems())
{
apCharactersToUse.push_back(apCharacters[i]);
}
}
}
}
else if(m_bCharsAvailable)
{
GAMESTATE->GetCharacters( apCharactersToUse );
}
}
m_CurChar[pn].UnloadTexture();
if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
{
if(m_iCurrentChar[pn] < apCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
m_iCurrentChar[pn]++;
else
m_iCurrentChar[pn] = -1; // set to no character
if(m_iCurrentChar[pn] != -1)
{
if(apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
m_CurChar[pn].Load( apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
else
m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode chariconmissing") );
}
else
m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
}
}
+17 -1
View File
@@ -4,8 +4,10 @@ Desc: The "Style Select Screen" for Ez2dancer
Copyright (c):
Andrew Livy
*********************************/
#ifndef __SCREEN_SELECT_MODE_H
#define __SCREEN_SELECT_MODE_H
/* Includes */
#include "ScreenSelect.h"
#include "Background.h"
#include "Screen.h"
@@ -18,6 +20,7 @@ Andrew Livy
#include "BitmapText.h"
#include "RandomSample.h"
#include "BGAnimationLayer.h"
#include "Character.h"
/* Class Definition */
@@ -30,12 +33,16 @@ public:
virtual ~ScreenSelectMode(); // Destructor
virtual void MenuLeft( PlayerNumber pn );
virtual void MenuRight( PlayerNumber pn );
virtual void MenuUp(PlayerNumber pn );
virtual void MenuDown(PlayerNumber pn);
virtual void MenuStart( PlayerNumber pn );
virtual void Update( float fDelta );
virtual void DrawPrimitives();
virtual void HandleScreenMessage( const ScreenMessage SM );
protected:
virtual int GetSelectionIndex( PlayerNumber pn );
virtual void UpdateSelectableChoices();
void SetCharacters();
void ChangeBGA();
int m_iNumChoices;
int m_iSelectableChoices[MAX_ELEMS];
@@ -49,7 +56,16 @@ protected:
Sprite m_ChoiceListHighlight;
Sprite m_sprJoinMessage[NUM_PLAYERS];
Sprite m_sprJoinFrame[NUM_PLAYERS];
Sprite m_CurChar[NUM_PLAYERS];
int m_iCurrentChar[NUM_PLAYERS];
Sprite m_Guide;
vector<BGAnimation*> m_Backgrounds;
bool m_bSelected;
bool m_b2DAvailable;
bool m_bCharsAvailable;
// private:
// vector<Character*> m_Characters;
};
#endif
+3
View File
@@ -101,6 +101,7 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : Screen( sClassName
m_Menu.Load( "ScreenSelectMusic" );
this->AddChild( &m_Menu );
// pop'n music has this under the songwheel...
for( p=0; p<NUM_PLAYERS; p++ )
{
Character* pChar = GAMESTATE->m_pCurCharacters[p];
@@ -110,6 +111,8 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : Screen( sClassName
this->AddChild( &m_sprCharacterIcon[p] );
}
m_MusicWheelUnder.Load( THEME->GetPathToG("ScreenSelectMusic wheel under") );
m_MusicWheelUnder->SetName( "WheelUnder" );
SET_XY( m_MusicWheelUnder );