battle enemy face stuff

This commit is contained in:
Chris Danford
2003-07-10 11:47:45 +00:00
parent 571a21eff8
commit 835887cfd3
5 changed files with 104 additions and 80 deletions
+92 -4
View File
@@ -22,6 +22,8 @@
#include "CombinedLifeMeterEnemy.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "ScreenManager.h"
#include "ScreenGameplay.h"
const float SECONDS_TO_SHOW_FACE = 1.5f;
@@ -88,8 +90,7 @@ void CombinedLifeMeterEnemy::Update( float fDelta )
m_sprHealthStream.SetGlow( RageColor(1,1,1,0) );
m_fLastSeenHealthPercent = GAMESTATE->m_fOpponentHealthPercent;
m_sprFace.SetState( damage );
m_fSecondsUntilReturnToNormalFace = SECONDS_TO_SHOW_FACE;
SetFace( damage );
if( GAMESTATE->m_fOpponentHealthPercent == 0 )
{
@@ -97,8 +98,95 @@ void CombinedLifeMeterEnemy::Update( float fDelta )
m_sprFrame.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
}
}
//
// launch enemy attacks to human players
//
// Don't apply any attacks if the enemy is already defeated
if( GAMESTATE->m_fOpponentHealthPercent>0 )
{
static const CString sPossibleModifiers[NUM_ATTACK_LEVELS][3] =
{
{
"1.5x",
"dizzy",
"drunk"
},
{
"sudden",
"hidden",
"wave",
},
{
"expand",
"tornado",
"flip"
}
};
#define CROSSED_SONG_SECONDS( s ) ((GAMESTATE->m_fMusicSeconds-fDelta) < s && (GAMESTATE->m_fMusicSeconds) >= s )
if( CROSSED_SONG_SECONDS(10) ||
CROSSED_SONG_SECONDS(30) ||
CROSSED_SONG_SECONDS(50) ||
CROSSED_SONG_SECONDS(70) ||
CROSSED_SONG_SECONDS(90) ||
CROSSED_SONG_SECONDS(110) )
{
SetFace( attack );
}
if( CROSSED_SONG_SECONDS(20) || CROSSED_SONG_SECONDS(40) )
{
GameState::Attack a;
a.fSecsRemaining = 10;
a.level = ATTACK_LEVEL_1;
a.sModifier = sPossibleModifiers[a.level][rand()%3];
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
GAMESTATE->LaunchAttack( (PlayerNumber)p, a );
SCREENMAN->SendMessageToTopScreen( SM_BattleTrickLevel1 );
SetFace( attack );
}
if( CROSSED_SONG_SECONDS(60) || CROSSED_SONG_SECONDS(80) )
{
GameState::Attack a;
a.fSecsRemaining = 10;
a.level = ATTACK_LEVEL_2;
a.sModifier = sPossibleModifiers[a.level][rand()%3];
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
GAMESTATE->LaunchAttack( (PlayerNumber)p, a );
SCREENMAN->SendMessageToTopScreen( SM_BattleTrickLevel2 );
SetFace( attack );
}
if( CROSSED_SONG_SECONDS(100) )
{
GameState::Attack a;
a.fSecsRemaining = 10;
a.level = ATTACK_LEVEL_3;
a.sModifier = sPossibleModifiers[a.level][rand()%3];
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
GAMESTATE->LaunchAttack( (PlayerNumber)p, a );
SCREENMAN->SendMessageToTopScreen( SM_BattleTrickLevel3 );
SetFace( attack );
}
}
}
void CombinedLifeMeterEnemy::SetFace( Face face )
{
m_sprFace.SetState( face );
m_fSecondsUntilReturnToNormalFace = SECONDS_TO_SHOW_FACE;
}
void CombinedLifeMeterEnemy::OnTaunt()
{
SetFace( taunt );
}
+3 -1
View File
@@ -14,7 +14,6 @@
#include "LifeMeter.h"
#include "Sprite.h"
#include "MeterDisplay.h"
class CombinedLifeMeterEnemy : public CombinedLifeMeter
@@ -33,8 +32,11 @@ public:
virtual bool IsHot( PlayerNumber pn ) { return false; };
virtual bool IsFailing( PlayerNumber pn ) { return false; };
virtual bool FailedEarlier( PlayerNumber pn ) { return false; };
virtual void OnTaunt();
protected:
void SetFace( Face face );
Sprite m_sprHealthStream;
Sprite m_sprHealthBackground;
float m_fLastSeenHealthPercent;
+1
View File
@@ -58,6 +58,7 @@ public:
virtual bool IsHot( PlayerNumber pn ) = 0;
virtual bool IsFailing( PlayerNumber pn ) = 0;
virtual bool FailedEarlier( PlayerNumber pn ) = 0;
virtual void OnTaunt() {};
};
+2 -69
View File
@@ -1130,6 +1130,8 @@ void ScreenGameplay::Update( float fDeltaTime )
if( OneIsHot() ) m_announcerHot.PlayRandom();
else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
else m_announcerGood.PlayRandom();
if( m_pCombinedLifeMeter )
m_pCombinedLifeMeter->OnTaunt();
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
@@ -1146,75 +1148,6 @@ void ScreenGameplay::Update( float fDeltaTime )
if( GAMESTATE->m_SongOptions.m_bAssistTick && IsTimeToPlayTicks())
m_soundAssistTick.Play();
//
// launch enemy attacks to human players
//
switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_CPU_BATTLE:
// Don't apply any attacks if the enemy is already defeated
if( GAMESTATE->m_fOpponentHealthPercent==0 )
break;
static const CString sPossibleModifiers[NUM_ATTACK_LEVELS][3] =
{
{
"1.5x",
"dizzy",
"drunk"
},
{
"sudden",
"hidden",
"wave",
},
{
"expand",
"tornado",
"flip"
}
};
#define CROSSED_SONG_SECONDS( s ) ((GAMESTATE->m_fMusicSeconds-fDeltaTime) < s && (GAMESTATE->m_fMusicSeconds) >= s )
if( CROSSED_SONG_SECONDS(20) || CROSSED_SONG_SECONDS(40) )
{
GameState::Attack a;
a.fSecsRemaining = 10;
a.level = ATTACK_LEVEL_1;
a.sModifier = sPossibleModifiers[a.level][rand()%3];
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
GAMESTATE->LaunchAttack( (PlayerNumber)p, a );
this->HandleScreenMessage( SM_BattleTrickLevel1 );
}
if( CROSSED_SONG_SECONDS(60) || CROSSED_SONG_SECONDS(80) )
{
GameState::Attack a;
a.fSecsRemaining = 10;
a.level = ATTACK_LEVEL_2;
a.sModifier = sPossibleModifiers[a.level][rand()%3];
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
GAMESTATE->LaunchAttack( (PlayerNumber)p, a );
this->HandleScreenMessage( SM_BattleTrickLevel2 );
}
if( CROSSED_SONG_SECONDS(100) )
{
GameState::Attack a;
a.fSecsRemaining = 10;
a.level = ATTACK_LEVEL_3;
a.sModifier = sPossibleModifiers[a.level][rand()%3];
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
GAMESTATE->LaunchAttack( (PlayerNumber)p, a );
this->HandleScreenMessage( SM_BattleTrickLevel3 );
}
break;
}
}
+6 -6
View File
@@ -45,12 +45,12 @@ const ScreenMessage SM_900Combo = ScreenMessage(SM_User+208);
const ScreenMessage SM_1000Combo = ScreenMessage(SM_User+209);
const ScreenMessage SM_ComboStopped = ScreenMessage(SM_User+210);
const ScreenMessage SM_BattleTrickLevel1 = ScreenMessage(SM_User+300);
const ScreenMessage SM_BattleTrickLevel2 = ScreenMessage(SM_User+301);
const ScreenMessage SM_BattleTrickLevel3 = ScreenMessage(SM_User+302);
const ScreenMessage SM_BattleDamageLevel1 = ScreenMessage(SM_User+303);
const ScreenMessage SM_BattleDamageLevel2 = ScreenMessage(SM_User+304);
const ScreenMessage SM_BattleDamageLevel3 = ScreenMessage(SM_User+305);
const ScreenMessage SM_BattleTrickLevel1 = ScreenMessage(SM_User+301);
const ScreenMessage SM_BattleTrickLevel2 = ScreenMessage(SM_User+302);
const ScreenMessage SM_BattleTrickLevel3 = ScreenMessage(SM_User+303);
const ScreenMessage SM_BattleDamageLevel1 = ScreenMessage(SM_User+304);
const ScreenMessage SM_BattleDamageLevel2 = ScreenMessage(SM_User+305);
const ScreenMessage SM_BattleDamageLevel3 = ScreenMessage(SM_User+306);
class LyricsLoader;
class ScreenGameplay : public Screen