Major rewrite of all classes related to gameplay (Song, Steps, Player,
WindowDancing and all its UI elements). All of the dancing UI elements have been consolidated into the Player class, which simplifies things a great deal. Steps and the classes that use them have been generalized to use a variable number of panels (6 panel, 8 panel). Only a little more work is needed on the ColorArrows portion of Player to fully support these panel modes.
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@@ -15,90 +15,3 @@
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#define CENTER_X 320
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#define CENTER_Y 240
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#define JUDGEMENT_DISPLAY_TIME 1.0f
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#define JUDGEMENT_SPRITE "Sprites\\Judgement.sprite"
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#define JUDGEMENT_Y CENTER_Y
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Judgement::Judgement() :
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m_fDisplayTimeLeft( 0.0 )
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{
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m_sprJudgement.LoadFromSpriteFile( JUDGEMENT_SPRITE );
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SetX( CENTER_X );
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}
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Judgement::~Judgement()
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{
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}
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void Judgement::SetX( int iNewX )
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{
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m_sprJudgement.SetXY( iNewX, CENTER_Y );
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}
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void Judgement::Update( const FLOAT &fDeltaTime )
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{
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if( m_fDisplayTimeLeft > 0.0 )
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m_fDisplayTimeLeft -= fDeltaTime;
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m_sprJudgement.Update( fDeltaTime );
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}
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void Judgement::Draw()
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{
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// RageLog( "Judgement::Draw()" );
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if( m_fDisplayTimeLeft > 0.0 )
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m_sprJudgement.Draw();
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}
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void Judgement::Perfect()
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{
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RageLog( "Judgement::Perfect()" );
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m_sprJudgement.SetState( 0 );
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TweenFromBigToSmall();
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}
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void Judgement::Great()
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{
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m_sprJudgement.SetState( 1 );
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TweenFromBigToSmall();
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}
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void Judgement::Good()
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{
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m_sprJudgement.SetState( 2 );
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TweenFromBigToSmall();
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}
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void Judgement::Boo()
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{
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m_sprJudgement.SetState( 3 );
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TweenFromBigToSmall();
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}
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void Judgement::Miss()
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{
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m_sprJudgement.SetState( 4 );
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TweenFromBigToSmall();
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}
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void Judgement::TweenFromBigToSmall()
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{
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m_fDisplayTimeLeft = JUDGEMENT_DISPLAY_TIME;
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m_sprJudgement.SetZoom( 1.5f );
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m_sprJudgement.TweenTo( JUDGEMENT_DISPLAY_TIME/2.0,
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m_sprJudgement.GetX(),
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m_sprJudgement.GetY() );
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}
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