Updated AnnoucerManager::GetPathTo to act like ThemeManager. More theme and Ez2 cleanup.

This commit is contained in:
Chris Danford
2002-08-27 23:31:41 +00:00
parent 307b50179a
commit 7922f5bbc7
70 changed files with 801 additions and 1256 deletions
+121 -134
View File
@@ -23,33 +23,52 @@ Andrew Livy
/* Constants */
const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
const ScreenMessage SM_PlayersChosen = ScreenMessage(SM_User + 3);
const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User + 1);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User + 2);
#define CURSOR_P1_X THEME->GetMetricF("ScreenEz2SelectPlayer","CursorP1X")
#define CURSOR_P1_Y THEME->GetMetricF("ScreenEz2SelectPlayer","CursorP1Y")
#define CURSOR_P2_X THEME->GetMetricF("ScreenEz2SelectPlayer","CursorP2X")
#define CURSOR_P2_Y THEME->GetMetricF("ScreenEz2SelectPlayer","CursorP2Y")
#define CONTROLLER_P1_X THEME->GetMetricF("ScreenEz2SelectPlayer","ControllerP1X")
#define CONTROLLER_P1_Y THEME->GetMetricF("ScreenEz2SelectPlayer","ControllerP1Y")
#define CONTROLLER_P2_X THEME->GetMetricF("ScreenEz2SelectPlayer","ControllerP2X")
#define CONTROLLER_P2_Y THEME->GetMetricF("ScreenEz2SelectPlayer","ControllerP2Y")
#define HELP_TEXT THEME->GetMetric("ScreenEz2SelectPlayer","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("ScreenEz2SelectPlayer","TimerSeconds")
#define NEXT_SCREEN THEME->GetMetric("ScreenEz2SelectPlayer","NextScreen")
float CURSOR_X( int p ) {
switch( p ) {
case PLAYER_1: return CURSOR_P1_X;
case PLAYER_2: return CURSOR_P2_X;
default: ASSERT(0); return 0;
}
}
float CURSOR_Y( int p ) {
switch( p ) {
case PLAYER_1: return CURSOR_P1_Y;
case PLAYER_2: return CURSOR_P2_Y;
default: ASSERT(0); return 0;
}
}
float CONTROLLER_X( int p ) {
switch( p ) {
case PLAYER_1: return CONTROLLER_P1_X;
case PLAYER_2: return CONTROLLER_P2_X;
default: ASSERT(0); return 0;
}
}
float CONTROLLER_Y( int p ) {
switch( p ) {
case PLAYER_1: return CONTROLLER_P1_Y;
case PLAYER_2: return CONTROLLER_P2_Y;
default: ASSERT(0); return 0;
}
}
const float TWEEN_TIME = 0.35f;
const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
const float OPT_X[NUM_EZ2_GRAPHICS] = {
CENTER_X+200, // This is the pad X
CENTER_X-200, // This is the pad X
CENTER_X-198, // This is the 1p X
CENTER_X+195, // This is the 2p X
}; // tells us the default X position
const float OPT_Y[NUM_EZ2_GRAPHICS] = {
CENTER_Y+130,
CENTER_Y+130,
CENTER_Y+115,
CENTER_Y+115,
}; // tells us the default Y position
/************************************
@@ -59,52 +78,39 @@ Desc: Sets up the screen display
ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
{
LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
m_iSelectedStyle=0;
GAMESTATE->m_CurStyle = STYLE_NONE;
ez2_bounce=0.f;
// GAMESTATE->m_MasterPlayerNumber = PLAYER_INVALID;
// Unjoin the players, then let them join back in on this screen
GAMESTATE->m_bPlayersCanJoin = true;
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_bSideIsJoined[p] = false;
// Load in the sprites we will be working with.
for( int i=0; i<NUM_EZ2_GRAPHICS; i++ )
LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
for( int p=0; p<NUM_PLAYERS; p++ )
{
CString sOptFileName;
switch( i )
{
case 0: sOptFileName = "select difficulty hard picture"; break;
case 1: sOptFileName = "select difficulty hard picture"; break;
case 2: sOptFileName = "select difficulty medium picture"; break;
case 3: sOptFileName = "select difficulty easy picture"; break;
}
m_sprOpt[i].Load( THEME->GetPathTo("Graphics",sOptFileName) );
m_sprOpt[i].SetXY( OPT_X[i], OPT_Y[i] );
this->AddSubActor( &m_sprOpt[i] );
m_sprControllers[p].Load( THEME->GetPathTo("Graphics","select player controller") );
m_sprControllers[p].SetXY( CONTROLLER_X(p), CONTROLLER_Y(p) );
this->AddSubActor( &m_sprControllers[p] );
m_sprCursors[p].Load( THEME->GetPathTo("Graphics",ssprintf("select player cursor p%d",p+1)) );
m_sprCursors[p].SetXY( CURSOR_X(p), CURSOR_Y(p) );
m_sprCursors[p].SetEffectBouncing( D3DXVECTOR3(0,10,0), 0.5f );
this->AddSubActor( &m_sprCursors[p] );
}
m_Menu.Load(
THEME->GetPathTo("Graphics","select style background"),
THEME->GetPathTo("Graphics","select style top edge"),
THEME->GetPathTo("Graphics","select player background"),
THEME->GetPathTo("Graphics","select player top edge"),
HELP_TEXT, true, TIMER_SECONDS
);
this->AddSubActor( &m_Menu );
m_soundChange.Load( THEME->GetPathTo("Sounds","select style change") );
m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
m_soundInvalid.Load( THEME->GetPathTo("Sounds","menu invalid") );
/* Chris: If EZ2 doesn't use this sound, make a theme that overrides is with a silent sound file */
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) );
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("select player intro") );
MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","select player music") );
// GAMESTATE->m_bPlayersCanJoin = true;
// GAMESTATE->m_bIsJoined[PLAYER_1] = false;
// GAMESTATE->m_bIsJoined[PLAYER_2] = false;
// AfterChange();
// TweenOnScreen();
TweenOnScreen();
m_Menu.TweenOnScreenFromBlack( SM_None );
}
@@ -125,15 +131,6 @@ Desc: Animates the 1p/2p selection
void ScreenEz2SelectPlayer::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
fDeltaTime /= .01f;
ez2_bounce = fmodf((ez2_bounce+fDeltaTime), 20);
/* 0..10..19 -> 10..0..9 */
int offset = roundf( fabsf(10-ez2_bounce) );
m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - offset);
m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - offset);
}
/************************************
@@ -174,46 +171,27 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
switch( SM )
{
case SM_MenuTimer:
/* If a player has already chosen, then he chose within the last second
* of the menu timer; just stop and let it come through as if the menu
* timer didn't expire. */
if(!m_iSelectedStyle)
MenuStart(PLAYER_1);
break;
case SM_PlayersChosen:
if (m_iSelectedStyle & EZ2_PLAYER_1)
{
if (m_iSelectedStyle & EZ2_PLAYER_2)
bool bAtLeastOneJoined = false;
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->m_bSideIsJoined[p] )
bAtLeastOneJoined = true;
if( !bAtLeastOneJoined )
{
// they both selected
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
// GAMESTATE->m_bIsJoined[PLAYER_1] = true;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS;
} else {
// only the left pad was selected
// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
MenuStart(PLAYER_1);
m_Menu.StopTimer();
}
TweenOffScreen();
m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
}
else if (m_iSelectedStyle & EZ2_PLAYER_2) {
// only the right pad was selected
// GAMESTATE->m_MasterPlayerNumber = PLAYER_2;
GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE;
// GAMESTATE->m_bIsJoined[PLAYER_2] = true;
} else ASSERT(0);
MUSIC->Stop();
m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
break;
case SM_GoToPrevState:
case SM_GoToPrevScreen:
MUSIC->Stop();
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case SM_GoToNextState:
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
}
@@ -226,15 +204,11 @@ Desc: Actions performed when a player
presses the button bound to back
************************************/
void ScreenEz2SelectPlayer::MenuBack( const PlayerNumber p )
void ScreenEz2SelectPlayer::MenuBack( PlayerNumber p )
{
MUSIC->Stop();
m_Menu.TweenOffScreenToBlack( SM_GoToPrevState, true );
// m_Fade.CloseWipingLeft( SM_GoToPrevState );
// TweenOffScreen();
m_Menu.TweenOffScreenToBlack( SM_GoToPrevScreen, true );
}
@@ -255,51 +229,64 @@ presses the button bound to start
************************************/
void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
{
int this_player_bit = (p == PLAYER_1)? EZ2_PLAYER_1:EZ2_PLAYER_2;
if( GAMESTATE->m_bSideIsJoined[p] ) // already joined
return; // ignore
// disallow multiple presses of the menu start.
if ( m_iSelectedStyle & this_player_bit )
return;
// figure out whether we should add a player into the fray or not
// if( GAMESTATE->m_MasterPlayerNumber != PLAYER_2 && GAMESTATE->m_MasterPlayerNumber != PLAYER_1 )
if (m_iSelectedStyle == 0)
GAMESTATE->m_bSideIsJoined[p] = true;
SCREENMAN->RefreshCreditsMessages();
m_soundSelect.PlayRandom();
m_sprCursors[p].BeginTweening( 0.25f );
m_sprCursors[p].SetTweenZoomY( 0 );
m_sprControllers[p].BeginTweening( 0.25f );
m_sprControllers[p].SetTweenZoomY( 0 );
bool bBothSidesJoined = true;
for( int p=0; p<NUM_PLAYERS; p++ )
if( !GAMESTATE->m_bSideIsJoined[p] )
bBothSidesJoined = false;
if( bBothSidesJoined )
{
// GAMESTATE->m_MasterPlayerNumber = p;
m_iSelectedStyle |= this_player_bit;
// wait for a bit in case another player wants to join before moving on.
SCREENMAN->SendMessageToTopScreen( SM_PlayersChosen, 1.f );
TweenOffScreen();
m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
}
else
{
m_iSelectedStyle |= this_player_bit;
// give the other player a little time to join
m_Menu.SetTimer( 5 );
m_Menu.StartTimer();
}
}
void ScreenEz2SelectPlayer::TweenOnScreen()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH/2 : +SCREEN_WIDTH/2 );
float fOriginalX;
fOriginalX = m_sprCursors[p].GetX();
m_sprCursors[p].SetX( m_sprCursors[p].GetX()+fOffScreenOffset );
m_sprCursors[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprCursors[p].SetTweenX( fOriginalX );
fOriginalX = m_sprControllers[p].GetX();
m_sprControllers[p].SetX( m_sprCursors[p].GetX()+fOffScreenOffset );
m_sprControllers[p].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprControllers[p].SetTweenX( fOriginalX );
}
m_soundSelect.PlayRandom();
TweenOffScreen();
}
/************************************
TweenOffScreen
Desc: Squashes graphics before the screen
changes state.
************************************/
void ScreenEz2SelectPlayer::TweenOffScreen()
{
if (m_iSelectedStyle & EZ2_PLAYER_1)
{
m_sprOpt[1].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[1].SetTweenZoomY( 0 );
m_sprOpt[2].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[2].SetTweenZoomY( 0 );
}
if (m_iSelectedStyle & EZ2_PLAYER_2)
{
m_sprOpt[0].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[0].SetTweenZoomY( 0 );
m_sprOpt[3].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprOpt[3].SetTweenZoomY( 0 );
for( int p=0; p<NUM_PLAYERS; p++ )
{
float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH : +SCREEN_WIDTH );
m_sprCursors[p].BeginTweening( 0.5f, Actor::TWEEN_BIAS_END );
m_sprCursors[p].SetTweenX( m_sprCursors[p].GetX()+fOffScreenOffset );
m_sprControllers[p].BeginTweening( 0.5f, Actor::TWEEN_BIAS_END );
m_sprControllers[p].SetTweenX( m_sprCursors[p].GetX()+fOffScreenOffset );
}
}