new battle layout

This commit is contained in:
Chris Danford
2003-05-13 13:35:32 +00:00
parent 99957a0391
commit a5f09f296c
20 changed files with 561 additions and 64 deletions
+167 -12
View File
@@ -37,7 +37,8 @@
#include "ActorUtil.h"
#include "NoteSkinManager.h"
#include "RageTextureManager.h"
#include "EnemyHealth.h"
#include "EnemyFace.h"
//
// Defines
@@ -242,6 +243,19 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
this->AddChild( &m_sprOniGameOver[p] );
}
if( GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE )
{
m_pEnemyFace = new EnemyFace;
m_pEnemyFace->SetName( "EnemyFace" );
this->AddChild( m_pEnemyFace );
SET_XY( *m_pEnemyFace );
m_pEnemyHealth = new EnemyHealth;
m_pEnemyHealth->SetName( "EnemyHealth" );
this->AddChild( m_pEnemyHealth );
SET_XY( *m_pEnemyHealth );
}
this->AddChild(&m_TimingAssist);
this->AddChild( &m_NextSongIn );
@@ -530,6 +544,19 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
m_soundAssistTick.Load( THEME->GetPathToS("ScreenGameplay assist tick") );
if( GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE )
{
m_announcerBattleTrickLevel1.Load( ANNOUNCER->GetPathTo("gameplay battle trick level1") );
m_announcerBattleTrickLevel2.Load( ANNOUNCER->GetPathTo("gameplay battle trick level2") );
m_announcerBattleTrickLevel3.Load( ANNOUNCER->GetPathTo("gameplay battle trick level3") );
m_soundBattleTrickLevel1.Load( THEME->GetPathToS("ScreenGameplay battle trick level1") );
m_soundBattleTrickLevel2.Load( THEME->GetPathToS("ScreenGameplay battle trick level2") );
m_soundBattleTrickLevel3.Load( THEME->GetPathToS("ScreenGameplay battle trick level3") );
m_announcerBattleDamageLevel1.Load( ANNOUNCER->GetPathTo("gameplay battle damage level1") );
m_announcerBattleDamageLevel2.Load( ANNOUNCER->GetPathTo("gameplay battle damage level2") );
m_announcerBattleDamageLevel3.Load( ANNOUNCER->GetPathTo("gameplay battle damage level3") );
}
}
// Get the transitions rolling on the first update.
@@ -548,6 +575,9 @@ ScreenGameplay::~ScreenGameplay()
SAFE_DELETE( m_pScoreKeeper[p] );
}
delete m_pEnemyHealth;
delete m_pEnemyFace;
m_soundMusic.StopPlaying();
}
@@ -956,6 +986,8 @@ void ScreenGameplay::Update( float fDeltaTime )
if( OneIsHot() ) m_announcerHot.PlayRandom();
else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
else m_announcerGood.PlayRandom();
if( m_pEnemyFace )
m_pEnemyFace->SetFace( EnemyFace::taunt );
break;
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ONI:
@@ -994,6 +1026,67 @@ void ScreenGameplay::Update( float fDeltaTime )
if( GAMESTATE->m_SongOptions.m_bAssistTick && IsTimeToPlayTicks())
m_soundAssistTick.Play();
// launch battle attacks
if( GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE )
{
#define CROSSED_SONG_SECONDS( s ) ((GAMESTATE->m_fMusicSeconds-fDeltaTime) < s && (GAMESTATE->m_fMusicSeconds) >= s )
static const CString sPossibleModifiers[NUM_ATTACK_LEVELS][3] =
{
{
"1.5x",
"dizzy",
"drunk"
},
{
"sudden",
"hidden",
"wave",
},
{
"expand",
"tornado",
"flip"
}
};
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->IsPlayerEnabled(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->IsPlayerEnabled(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->IsPlayerEnabled(p) )
GAMESTATE->LaunchAttack( (PlayerNumber)p, a );
this->HandleScreenMessage( SM_BattleTrickLevel3 );
}
}
}
@@ -1408,84 +1501,138 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_Toasty.StartTransitioning();
break;
#define SECS_SINCE_LAST_COMMENT (SECONDS_BETWEEN_COMMENTS-m_fTimeLeftBeforeDancingComment)
case SM_100Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer100Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_200Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer200Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_300Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer300Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_400Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer400Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_500Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer500Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_600Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer600Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_700Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer700Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_800Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer800Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_900Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer900Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_1000Combo:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcer1000Combo.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_ComboStopped:
if( m_fTimeLeftBeforeDancingComment < 12 )
if( SECS_SINCE_LAST_COMMENT > 10 )
{
m_announcerComboStopped.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
break;
case SM_BattleTrickLevel1:
if( SECS_SINCE_LAST_COMMENT > 5 )
{
m_announcerBattleTrickLevel1.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_soundBattleTrickLevel1.PlayRandom();
m_pEnemyFace->SetFace( EnemyFace::attack );
break;
case SM_BattleTrickLevel2:
if( SECS_SINCE_LAST_COMMENT > 5 )
{
m_announcerBattleTrickLevel2.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_soundBattleTrickLevel2.PlayRandom();
m_pEnemyFace->SetFace( EnemyFace::attack );
break;
case SM_BattleTrickLevel3:
if( SECS_SINCE_LAST_COMMENT > 5 )
{
m_announcerBattleTrickLevel3.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_soundBattleTrickLevel3.PlayRandom();
m_pEnemyFace->SetFace( EnemyFace::attack );
break;
case SM_BattleDamageLevel1:
if( SECS_SINCE_LAST_COMMENT > 5 )
{
m_announcerBattleDamageLevel1.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_pEnemyFace->SetFace( EnemyFace::damage );
break;
case SM_BattleDamageLevel2:
if( SECS_SINCE_LAST_COMMENT > 5 )
{
m_announcerBattleDamageLevel2.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_pEnemyFace->SetFace( EnemyFace::damage );
break;
case SM_BattleDamageLevel3:
if( SECS_SINCE_LAST_COMMENT > 5 )
{
m_announcerBattleDamageLevel3.PlayRandom();
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
}
m_pEnemyFace->SetFace( EnemyFace::damage );
break;
case SM_SaveChangedBeforeGoingBack:
if( m_bChangedOffsetOrBPM )
{
@@ -1595,6 +1742,10 @@ void ScreenGameplay::TweenOnScreen()
ON_COMMAND( m_textPlayerOptions[p] );
ON_COMMAND( m_DifficultyIcon[p] );
}
if( m_pEnemyFace )
ON_COMMAND( *m_pEnemyFace );
if( m_pEnemyHealth )
ON_COMMAND( *m_pEnemyHealth );
}
void ScreenGameplay::TweenOffScreen()
@@ -1613,6 +1764,10 @@ void ScreenGameplay::TweenOffScreen()
OFF_COMMAND( m_textPlayerOptions[p] );
OFF_COMMAND( m_DifficultyIcon[p] );
}
if( m_pEnemyFace )
OFF_COMMAND( *m_pEnemyFace );
if( m_pEnemyHealth )
OFF_COMMAND( *m_pEnemyHealth );
if(m_textDebug.GetTweenTimeLeft() > 1/8.f)
{