Adding basic coin support

This commit is contained in:
Chris Danford
2003-01-19 04:44:22 +00:00
parent 4b0fa9aae6
commit ab9f558c6e
41 changed files with 494 additions and 375 deletions
+56 -37
View File
@@ -27,12 +27,8 @@ const ScreenMessage SM_BeginFadingToNextScreen = ScreenMessage(SM_User+1000);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+1002);
ScreenDemonstration::ScreenDemonstration() : ScreenGameplay( false )
bool SetUpSongOptions() // always return true.
{
LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
GAMESTATE->m_bDemonstration = true;
//
// Set the current song to prepare for a demonstration
//
@@ -60,8 +56,8 @@ ScreenDemonstration::ScreenDemonstration() : ScreenGameplay( false )
if( pSong == NULL ) // returns NULL there are no songs
{
// we didn't find a song. Abort demonstration.
this->SendScreenMessage( SM_GoToNextScreen, 0 );
return;
SCREENMAN->SendMessageToTopScreen( SM_GoToNextScreen, 0 );
return true;
}
if( pSong->m_apNotes.empty() )
@@ -136,22 +132,14 @@ ScreenDemonstration::ScreenDemonstration() : ScreenGameplay( false )
GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
return true;
}
ScreenDemonstration::~ScreenDemonstration()
ScreenDemonstration::ScreenDemonstration() : ScreenGameplay(SetUpSongOptions()) // this is a hack to get some code to execute before the ScreenGameplay constructor
{
GAMESTATE->m_bDemonstration = false;
GAMESTATE->Reset();
}
void ScreenDemonstration::FirstUpdate()
{
LOG->Trace( "ScreenDemonstration::FirstUpdate()" );
if( GAMESTATE->m_pCurSong == NULL )
return;
ScreenGameplay::FirstUpdate();
LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
GAMESTATE->m_bDemonstration = true;
m_sprDemonstrationOverlay.Load( THEME->GetPathTo("Graphics","demonstration overlay") );
@@ -165,21 +153,21 @@ void ScreenDemonstration::FirstUpdate()
m_Fade.OpenWipingRight();
this->ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
m_StarWipe.SetOpened();
m_DancingState = STATE_DANCING;
this->SendScreenMessage( SM_BeginFadingToNextScreen, SECONDS_TO_SHOW );
}
ScreenDemonstration::~ScreenDemonstration()
{
GAMESTATE->m_bDemonstration = false;
GAMESTATE->Reset();
}
void ScreenDemonstration::Update( float fDeltaTime )
{
if( GAMESTATE->m_pCurSong == NULL )
{
Screen::Update(fDeltaTime); // handle screen messages
return;
}
ScreenGameplay::Update( fDeltaTime );
// hide status icons
@@ -191,10 +179,27 @@ void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventTyp
{
//LOG->Trace( "ScreenDemonstration::Input()" );
//
// This should be the same as ScreenAttract::Input()
//
if(type != IET_FIRST_PRESS) return; // don't care
if( m_Fade.IsClosing() )
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
ResetGame();
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->SystemMessage( sMessage );
return;
}
if( MenuI.IsValid() )
{
@@ -202,20 +207,34 @@ void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventTyp
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
m_Fade.CloseWipingRight( SM_GoToNextScreen );
if( !m_Fade.IsOpening() && !m_Fade.IsClosing() )
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case MENU_BUTTON_START:
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
m_soundMusic.Stop();
GAMESTATE->m_bSideIsJoined[MenuI.player] = true;
GAMESTATE->m_MasterPlayerNumber = MenuI.player;
GAMESTATE->m_bPlayersCanJoin = false;
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 1000 ); // do a little pause, like the arcade does
::Sleep( 200 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
Exit();
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case PrefsManager::COIN_FREE:
case PrefsManager::COIN_HOME:
m_soundMusic.Stop();
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 200 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
default:
ASSERT(0);
}
break;
}
}