big checkin - new noteskin format and XY positioning. I probably broke a lot of things.

This commit is contained in:
Chris Danford
2002-08-13 23:26:46 +00:00
parent 9346564080
commit 7c1bfb3a0d
133 changed files with 4813 additions and 2626 deletions
+19 -69
View File
@@ -13,60 +13,6 @@
#include "GameConstantsAndTypes.h"
D3DXCOLOR NoteTypeToColor( NoteType nt )
{
switch( nt )
{
case NOTE_4TH: return D3DXCOLOR(1,0,0,1); // red
case NOTE_8TH: return D3DXCOLOR(0,0,1,1); // blue
case NOTE_12TH: return D3DXCOLOR(1,0,1,1); // purple
case NOTE_16TH: return D3DXCOLOR(1,1,0,1); // yellow
default: ASSERT( false ); return D3DXCOLOR(1,1,1,1);
}
};
float NoteTypeToBeat( NoteType nt )
{
switch( nt )
{
case NOTE_4TH: return 1.0f; // quarter notes
case NOTE_8TH: return 1.0f/2; // eighth notes
case NOTE_12TH: return 1.0f/3; // triplets
case NOTE_16TH: return 1.0f/4; // sixteenth notes
default: ASSERT( false ); return 0;
}
};
NoteType GetNoteType( int iNoteIndex )
{
if( iNoteIndex % (ELEMENTS_PER_MEASURE/4) == 0)
return NOTE_4TH;
else if( iNoteIndex % (ELEMENTS_PER_MEASURE/8) == 0)
return NOTE_8TH;
else if( iNoteIndex % (ELEMENTS_PER_MEASURE/12) == 0)
return NOTE_12TH;
else if( iNoteIndex % (ELEMENTS_PER_MEASURE/16) == 0)
return NOTE_16TH;
// ASSERT(0);
return NOTE_INVALID;
};
bool IsNoteOfType( int iNoteIndex, NoteType t )
{
return GetNoteType(iNoteIndex) == t;
};
D3DXCOLOR GetNoteColorFromIndex( int iStepIndex )
{
for( int t=0; t<NUM_NOTE_TYPES; t++ )
{
if( IsNoteOfType( iStepIndex, (NoteType)t ) )
return NoteTypeToColor( (NoteType)t );
}
return D3DXCOLOR(0.5f,0.5f,0.5f,1);
};
D3DXCOLOR DifficultyClassToColor( DifficultyClass dc )
{
@@ -106,19 +52,19 @@ int NotesTypeToNumTracks( NotesType nt )
{
switch( nt )
{
case NOTES_TYPE_DANCE_SINGLE: return 4;
case NOTES_TYPE_DANCE_DOUBLE: return 8;
case NOTES_TYPE_DANCE_COUPLE: return 8;
case NOTES_TYPE_DANCE_SOLO: return 6;
case NOTES_TYPE_PUMP_SINGLE: return 5;
case NOTES_TYPE_PUMP_DOUBLE: return 10;
case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
case NOTES_TYPE_EZ2_SINGLE_HARD: return 5; // Single: TL,LHH,D,RHH,TR
case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
case NOTES_TYPE_EZ2_SINGLE_VERSUS: return 10;
case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return 10;
case NOTES_TYPE_EZ2_REAL_VERSUS: return 10;
case NOTES_TYPE_DANCE_SINGLE: return 4;
case NOTES_TYPE_DANCE_DOUBLE: return 8;
case NOTES_TYPE_DANCE_COUPLE: return 8;
case NOTES_TYPE_DANCE_SOLO: return 6;
case NOTES_TYPE_PUMP_SINGLE: return 5;
case NOTES_TYPE_PUMP_DOUBLE: return 10;
case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
case NOTES_TYPE_EZ2_SINGLE_HARD: return 5; // Single: TL,LHH,D,RHH,TR
case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return 10;
// case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return 10;
// case NOTES_TYPE_EZ2_REAL_VERSUS: return 10;
default: ASSERT(0); return -1; // invalid NotesType
}
}
@@ -155,8 +101,9 @@ CString NotesTypeToString( NotesType nt )
case NOTES_TYPE_EZ2_SINGLE_HARD: return "ez2-single-hard";
case NOTES_TYPE_EZ2_DOUBLE: return "ez2-double";
case NOTES_TYPE_EZ2_REAL: return "ez2-real";
// case NOTES_TYPE_EZ2_REAL_VERSUS: return "ez2-real-versus";
// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return "ez2-single-versus";
// case NOTES_TYPE_EZ2_REAL_VERSUS: return "ez2-real-versus";
// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return "ez2-single-versus";
// case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return "ez2-single-hard-versus";
default: ASSERT(0); return ""; // invalid NotesType
}
}
@@ -181,6 +128,8 @@ D3DXCOLOR PlayerToColor( int p )
/* This was a dumb idea. I'm change Style so that it knows what game it belongs to.
Game StyleToGame( Style s )
{
switch( s )
@@ -208,3 +157,4 @@ Game StyleToGame( Style s )
return GAME_DANCE;
}
}
*/