More Ez2dancer Updates.
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@@ -97,7 +97,7 @@ GameDef g_GameDefs[NUM_GAMES] =
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PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK
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},
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},
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{ // GAME_EZ2
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/* { // GAME_EZ2
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"ez2", // m_szName
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"Ez2dancer", // m_szDescription
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2, // m_iNumInstruments
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@@ -118,7 +118,32 @@ GameDef g_GameDefs[NUM_GAMES] =
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EZ2_BUTTON_DOWN, // MENU_BUTTON_START
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EZ2_BUTTON_SELECT, // MENU_BUTTON_BACK
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},
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},*/
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{ // GAME_EZ2 ********* TEMPORARY DDR BORROWAGE FOR MENUS (The Input System needs WORK!) ********
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"ez2", // m_szName
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"Ez2dancer", // m_szDescription
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2, // m_iNumInstruments
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NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument // If it works, i'll go with it, but i'm a bit unsure here...
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{ // m_szButtonNames
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"UpLeft",
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"UpLeftHand",
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"LrLeftHand",
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"UpRight",
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"UpRightHand",
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"LrRightHand",
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"Down",
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"Back"
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},
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{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
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DANCE_BUTTON_LEFT, // MENU_BUTTON_LEFT
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DANCE_BUTTON_RIGHT, // MENU_BUTTON_RIGHT
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DANCE_BUTTON_UP, // MENU_BUTTON_UP
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DANCE_BUTTON_DOWN, // MENU_BUTTON_DOWN
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DANCE_BUTTON_START, // MENU_BUTTON_START
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DANCE_BUTTON_SELECT, // MENU_BUTTON_BACK
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},
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},
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};
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@@ -221,6 +221,9 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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m_sprOpt[0].BeginTweening( 0 );
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m_sprOpt[0].SetTweenZoomY( 0 );
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m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
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m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
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m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
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m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
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MenuLeft( PLAYER_1 ); // shift left so that we're clean again.
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}
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@@ -314,6 +317,12 @@ void ScreenEz2SelectStyle::MenuBack( const PlayerNumber p )
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// TweenOffScreen();
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}
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void ScreenEz2SelectStyle::MenuDown( const PlayerNumber p )
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{
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MenuStart(p);
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}
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/************************************
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SetFadedStyles
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Desc: Fades out non-highlighted items
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@@ -389,6 +398,79 @@ void ScreenEz2SelectStyle::MenuRight( PlayerNumber p )
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SetFadedStyles();
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}
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}
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else // Two Players (means NO club option...)
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{
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if (((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1)) != TRUE) // make sure players who haven't selected yet can't choose a style
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{
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if( m_iSelectedStyle == DS_REAL ) // wrap to the last dance style
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m_iSelectedStyle = DS_EASY;
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else
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m_iSelectedStyle = m_iSelectedStyle + 1;
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if( m_iSelectedStyle == DS_REAL ) // (REALLY EASY)
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{
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m_sprOpt[DS_HARD].SetXY( CLUB_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
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m_sprOpt[DS_EASY].SetXY( CLUB_X[m_iSelectedStyle]+350, OPT_Y[0] );
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}
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else if( m_iSelectedStyle == DS_HARD ) // (REALLY REAL)
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{
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m_sprOpt[DS_EASY].SetXY( REAL_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
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m_sprOpt[DS_REAL].SetXY( REAL_X[m_iSelectedStyle]+350, OPT_Y[0] );
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}
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else if( m_iSelectedStyle == DS_EASY ) // (REALLY HARD)
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{
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m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle]+700, OPT_Y[0] ); // First move it over the other side off-screen...
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m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]+350, OPT_Y[0] );
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m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]+350, OPT_Y[0] );
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}
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/* NOTE: Because we're really shifting three values using a setup for four values
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the DS_ values are shifted out of phase by 1, i.e. DS_REAL is now actually DS_EASY
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Confused? I was =) Anyhow, this will only happen if there are two players and we don't want
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them playing double
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*/
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if (m_iSelectedStyle == DS_REAL)
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{
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m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_EASY].SetTweenX( CLUB_X[m_iSelectedStyle] );
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m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_HARD].SetTweenX( CLUB_X[m_iSelectedStyle] + 350 );
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m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
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}
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else if (m_iSelectedStyle == DS_HARD)
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{
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m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_EASY].SetTweenX( REAL_X[m_iSelectedStyle] + 350 );
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m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
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m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_REAL].SetTweenX( REAL_X[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
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}
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else if (m_iSelectedStyle == DS_EASY)
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{
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m_sprOpt[DS_EASY].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_EASY].SetTweenX( EASY_X[m_iSelectedStyle] );
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m_sprOpt[DS_EASY].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_HARD].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_HARD].SetTweenX( HARD_X[m_iSelectedStyle] );
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m_sprOpt[DS_HARD].SetTweenY( OPT_Y[m_iSelectedStyle] );
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m_sprOpt[DS_REAL].BeginTweening( 0.2f, TWEEN_BIAS_BEGIN );
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m_sprOpt[DS_REAL].SetTweenX( HARD_X[m_iSelectedStyle] + 350 );
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m_sprOpt[DS_REAL].SetTweenY( OPT_Y[m_iSelectedStyle] );
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}
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}
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SetFadedStyles();
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}
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}
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/************************************
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@@ -533,6 +615,9 @@ void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
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m_sprOpt[0].BeginTweening( 0 );
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m_sprOpt[0].SetTweenZoomY( 0 );
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m_iSelectedStyle = 1; // make sure we DONT have CLUB selected
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m_sprOpt[DS_EASY].SetXY( EASY_X[m_iSelectedStyle]-350, OPT_Y[0] );
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m_sprOpt[DS_HARD].SetXY( HARD_X[m_iSelectedStyle]-350, OPT_Y[0] );
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m_sprOpt[DS_REAL].SetXY( HARD_X[m_iSelectedStyle], OPT_Y[0] );
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MenuLeft( p ); // shift left so that we're clean again.
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}
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else
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@@ -37,6 +37,7 @@ public:
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void MenuRight( const PlayerNumber p );
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void MenuStart( const PlayerNumber p );
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void MenuBack( const PlayerNumber p );
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void MenuDown( const PlayerNumber p );
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void TweenOffScreen();
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void TweenPlyOffScreen();
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